Juicer Variants for Savage Rifts

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Jackal
Daniel (Lars)
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Juicer Variants for Savage Rifts

Post by Jackal »

JUICER VARIANTS Last Updated: 02-21-2017
Image

Savage Rifts Juicer Variants (Fan Created)
The Below Posts (after this post) show the process of creation. Thanks to Sayeen, Kesslan, Beowulf85, Conrad, Merlaggon, Lucretia, and Venatus for sharing your ideals and concepts.

Juicer Variant Iconic Edges: These Edges require a Character to have a specific Iconic Framework in order to take them. In this case these Edges can only be taken by Juicers, at the time of Character Creation.



Hyperion Juicer (Juicer Variant)
Requirements
  • Novice
  • Juicer
  • Background Edge
  • May not already have a Juicer Variant Edge
Benifits
  • Increase speed to x3 pace
  • Gains Uncanny Reflexes, and Quick all the time
Complication
  • Habbit: Food (Major)
--> Improved Uncanny Reflexes
Requirements
  • Seasoned
  • Hyperion Juicer
Benifits
  • +2 to Uncanny Reflexes


Titan Juicer (Juicer Variant)
Requirements
  • Novice
  • Juicer
  • Background Edge
  • May not already have a Juicer Variant Edge
Benefits
  • Size +2 (Comes with a +2 to toughness)
  • Punches are considered MD. To calculating damage, STR is treated as two die types higher
Complications
  • Last Call
  • Stuff aint built for me
--> Extra Beefy
Requirements
  • Seasoned
  • Titan Juicer
  • Brawny Edge
  • STR minimum of d10
Benefits
  • The Juicer Brawny Edge is altered: Load limit upped to STR x12 instead of 8
  • +1 size


Phaeton Juicer (Juicer Variant)
Requirements
  • Novice
  • Juicer
  • Background edge
  • May not already have a Juicer Variant Edge
Benefits
  • Ace
  • Combat Ace
  • Vehicle of Choice - usually a Hover Cycle or Motorcycle
Complications
  • -1 die type STR
  • -1 vigor die type
--> Trademark Vehicle
Requirements
  • Veteran
  • Driving, Piloting, or Boating d10
  • Phaeton Juicer
Benefits
  • Gain an aditional non-movement action with a specific vehicle. Thus action can be a repeat action.
Creation Note
  • This can allow for a Phaeton Juicer with Split the Seconds, Combat Ace, and burn faster to end up with: 8 actions, 2 piloting checks, and 2 movements per turn. Truly epic.
--> One With The Machine
Requirements
  • Seasoned
  • Phaeton Juicer
Benifits
  • Gain Telemechanics benifits for vechicles only. Telepathy not required.


Mega Juicer (Juicer Variant)
Requirements
  • Novice
  • Juicer
  • Background Edge
  • May not already have a Juicer Variant Edge
Benefits
  • Does not suffer from one point of Wound Modifiers
  • +2 toughness
  • No additional damage from called shots
  • +2 to recover from Shaken
  • +1 additional Die type to STR
Complication
  • Burnout, 3d10 plasma damage the size of a medium burst template surrounds the Mega Juicer (counts as sunlight for vampires) upon Blaze of Glory, or end of next action when at 0 burn
  • Unable to detox
  • Kill on sight (minor) at 1-3 burn, it is widely known the Mega Juicer is about to go nova. Most folks will put them down (or attempt to) at that point. At 3 Burn left the Mega Juicer emits a fiery glowing from their eyes.
--> Mister Mega
Requirements
  • Seasoned
  • Mega Juicer
Benifits
  • Gain the Monstorus Ability: Hardy


Delphi Juicer (Juicer Variant)
Requirements
  • Novice
  • Juicer
  • Background Edge
  • May not already have a Juicer Variant Edge
Benefits
  • Arcane Background: Psionics, pick from the Crazie list
  • PAS Helment: Major psionics (requires the PAS helmet)
  • PAS Helmet provides Rapid Recharge Edge
  • -4 to target PAS, on a hit roll Technical Difficulties.
Complication
  • Psychic flashes, plagued by horrible and random psychic flashes (minor)
  • The surgically attached Psychic Amplification System (PAS) helmet provides the Delphi Juicer with his or her powers and abilities
  • Helmet can not be removed
  • Habit (Major) Requires use of PAS helmet
  • Knowledge: Cybernetics -2 to remove, Arcane Background (Psionics) suffers from Brain Burn and Technical Difficulties on a Roll of a 1 for Psionics skill roll.
--> Juiced Mind
Requirements
  • Seasoned
  • Delphi Juicer
Benifits
  • Chose one new or existing power, automatically gain the raise effect on a success.


Coalition States Juicer (Juicer Variant)
Requirments
  • Novice
  • Juicer
  • Background Edge
  • May not already have a Juicer Variant Edge
  • Vow (Major) Serve the CS
Benefits
  • Cybernetic Hand (pick one hand) with Laser Blaster Finger
  • Climb Cord (+2 to climbing skill)
Concealed Laser Blaster Finger
  • Damage: 2d6
  • Range: 15/30/60
  • RoF: 1
  • AP 1
  • 6 Shots prior to Recharge needed
Complication
  • Vow (Major) Serve CS
  • Strain of 1 due to bomb implant 3d10+4 (no armor against it), resulting in 1 less point of burn due to the 1 Strain
--> Disavowed
Requirements
  • Psycho-Stalker OR Coalition States Juicer
  • Gain Hindrance (Major) Wanted by the CS
  • If the Juicer goes renegade the CS will blow your head off by utilizing the Bomb Impkaint. To avoid this, -2 Kn: Cybernetics roll to remove, replace Major Vow with Wanted Major by CS.
Benefits
  • Bomb Implant removed (The lost point of Burn is not recovered from the Strain of original implant)
--> Integrated Armor
Requirements
  • Seasoned
  • CS Juicer
Benifits
  • +2 toughness


CS Psycho-Stalker Juicer (Juicer Variant)
UNTIL I GET THE TIME TO UPDATE THIS SEE THIS POST IN REGARD TO THIS VARIANT
Requirements
  • Novice
  • Psi-Stalker
  • Juicer
  • Background Edge
  • May not already have a Juicer Variant Edge
  • Vow (Major) Serve the CS
Benefits
  • Juicer IF
Complication
  • Vow (Major) Serve CS
  • Strain of 1 due to bomb implant 3d10+4 (no armor against it), resulting in 1 less point of burn due to the 1 Strain
--> Disavowed
Requirements
  • Psycho-Stalker OR Coalition States Juicer
  • Gain Hindrance (Major) Wanted by the CS
  • If the Juicer goes renegade the CS will blow your head off by utilizing the Bomb Impkaint. To avoid this, -2 Kn: Cybernetics roll to remove, replace Major Vow with Wanted Major by CS.
Benefits
  • Bomb Implant removed. Note: The lost point of Burn is not recovered from the Strain of original implant. The Psi-Stalkers have the inherent ability to detect arcana, usable at will (half normal range) penalty is not removed.
The other thing is: Keep in white / Change in Blue.

Psi Stalker Abilities
  • Ambidexterity: Psi-Stalkers have the Ambidextrous Edge.
  • Animal Empathy: Psi-Stalkers have an inherent empathy with animals. They start with Riding d6 and animals treat them as one of their own. This effect can be problematic if the animal in question is a territorial loner.
  • Fast: Psi-Stalkers have Pace +2 and increase their Running die by one die type (usually Pace 8 and d8 run die).
  • Outsider: Psi-Stalkers are creepy and off-putting, and make those with magic or psionic abilities especially nervous (for obvious reasons). They are barely more than a slave class in the Coalition and despised in the Federation of Magic. They suffer −2 Charisma with everyone except others of their kind.
  • Psychic Sense: Psi-Stalkers have the inherent ability to detect arcana, usable at will (half normal range). They use the Notice skill to detect the presence and location of any psychic or magic energies, beings, or items. They can also use the Tracking skill to track a specific magical or psionic entity. This sense works to detect anything psychic, magic, or supernatural, including invisible and astral beings. Psychic Sense doesn’t work inside sealed armor or vehicles. Cybernetic implants also cause problems; every point of Strain imposes a −1 penalty (Remember the Psycho Stalker starts with Strain) when the Psi-Stalker uses his Psychic Sense (the Cyber-Psychic Alignment Edge can negate this penalty). See below information/note.
  • Psychic Vampire: Psi- Stalkers require a diet of PPE or ISP drained from living beings. They gain this using the Draining PPE/ISP rules (page 121), which only works by touch. The Psi-Stalker must cut and draw blood from her intended victim or donor (which must be supernaturally, magically, or psionically active to provide sustenance). Psi-Stalkers must consume at least 5 Power Points (PPE or ISP) a day or suffer Fatigue (Note took edge controlled hunger = 3PP/48hours). They starve to death after a week of being Incapacitated by lack of “food.” Each 5 PPE/ISP drained restores one level of Fatigue. Consumed Power Points cannot be used to fuel spells or psionic powers.
  • Racial Enemy: Many Psi-Stalker and Simvan tribes have been at war for years. Meetings between the species start argumentative and get worse. Psi-Stalkers suffer −4 Charisma with Simvan.
  • Restricted Paths: Working arcane magic is impossible for Psi-Stalkers. They cannot take any Arcane Background using PPE, nor any Iconic Framework that includes it.
Note: PSYCHIC SENSE

Dog Boys and Psi-Stalkers have the innate ability to sense and track the supernatural. Like any sense, certain environmental conditions or situations can impair or even block its use. Ley lines in particular are so powerful anyone within one cannot be detected at all with Psychic Sense, and those nearby are harder to sense as well. Other sources of supernatural energy, including large numbers of living beings, can confuse the Psychic Sense too. A ley line storm completely negates the ability to track anyone whose trail passed through the area it affected.

Psychic Sense Modifiers
  • −4 Target within 10” (20 yards) of a ley line or source of supernatural energy.
  • −2 Target within 25” (50 yards) of ley line or source of supernatural energy.
  • −2 Target within a large group of living beings (a bustling city street or herd of animals).
  • −2 Target or sensing character near a powerful supernatural entity (a dragon or greater demon).
  • −2 Tracking target 24–48 hours since in area.
  • −4 More than two days since target was in area (targets cannot be tracked after a week).


Dragon Juicer (Juicer Variant)
Requirements
  • Novice
  • Juicer
  • Background Edge
  • May not already have a Juicer Variant Edge
Benefits
  • Alertness Edge
  • Exalted Darksight at will using Smarts to activate
  • Body Armor: Dragon Skin (Hide) armor with 6 MDC and +2 toughness, STR minimum d10
Complications
  • Roll once on the Crazie Degradation table, with a dragon related Trapping, i.e. Bloodthirsty would only be towards dragon kind
  • Enemy (Major) Dragons, Most dragons will want to kill you
--> Elder Blood
Requirements
  • Seasoned
  • Dragon Juicer
Benefits
  • Premium Aged Elder Dragons blood flows through your veins. +2 to Uncanny Reflexes. -2 CHA
--> Dragon Claws
Requirements
  • Seasoned
  • Dragon Juicer
Benefits
  • Worn like forearm guards, these weapons are created from dragon bone. STR +d8. -2 CHA
--> Dragon Helm
Requirements
  • Seasoned
  • Dragon Juicer
Benefits
  • Farsight at will Smarts roll and Jack of all Trades Edge. -2 CHA
--> Nightstalker Blood
Requirements
  • Seasoned
  • Dragon Juicer
Benefits
  • Stealth checks +2. -2 CHA
--> Dragon Force
Requirements
  • Seasoned
  • Dragon Juicer
Benefits
  • Blood of a Mage Dragon, Dragin Juicer is empowered with a pool of 10 PP to use Techno Wizard items, gear and weapons etc. Detect Arcana will detect the dragon juicer.
--> Dragon Vampire!
Requirements
  • Seasoned
  • Dragon Juicer
Benifits
  • The character drinks the untreated blood of slain dragons whenever he can. Strangely enough, this keeps him alive and prevents him from having to find an alchemist every six months to get more treated blood-based chemicals. It also adds another 2 Burn to his life. Dragon vampires are usually quite mad (roll once on the Crazie Degradation Table). Each time the Edge is taken it adds 2 Burn but requires another roll on the Degradation table. Can only take this Edge once per Rank. If taken at Character Creation it doesn't count as Season Rank as per Born a Hero Rules





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[size=150][color=#FF0000][b]JUICER VARIANTS[/b][/size] Last Updated: 02-21-2017[/color]
[img]https://db4sgowjqfwig.cloudfront.net/campaigns/139407/assets/697572/juicer-Variants_jpg.jpg?1486751742[/img]

[u]Savage Rifts Juicer Variants (Fan Created) [/u]
The Below Posts (after this post) show the process of creation. Thanks to Sayeen, Kesslan, Beowulf85, Conrad, Merlaggon, Lucretia, and Venatus for sharing your ideals and concepts. 

[size=150]Juicer Variant Iconic Edges: These Edges require a Character to have a specific Iconic Framework in order to take them. In this case [u]these Edges can only be taken by Juicers, at the time of Character Creation[/u]. [/size]



[size=200][b]Hyperion Juicer[/b] [color=#FF0000](Juicer Variant)[/color] [/size]
Requirements [list][*]Novice[*]Juicer[*]Background Edge[*]May not already have a Juicer Variant Edge[/list]
Benifits[list][*]Increase speed to x3 pace[*]Gains Uncanny Reflexes, and Quick all the time[/list]
Complication[list][*]Habbit: Food (Major)[/list]

[size=150]--> [b]Improved Uncanny Reflexes[/b][/size]
Requirements[list][*]Seasoned[*]Hyperion Juicer[/list]
Benifits[list][*]+2 to Uncanny Reflexes[/list]



[size=200][b]Titan Juicer[/b] [color=#FF0000](Juicer Variant)[/color] [/size]
Requirements[list][*]Novice[*]Juicer[*]Background Edge[*]May not already have a Juicer Variant Edge[/list]
Benefits[list][*]Size +2 (Comes with a +2 to toughness)[*]Punches are considered MD. To calculating damage, STR is treated as two die types higher[/list]
Complications[list][*]Last Call[*]Stuff aint built for me [/list]

[size=150]--> [b]Extra Beefy[/b][/size]
Requirements[list][*]Seasoned[*]Titan Juicer[*]Brawny Edge[*]STR minimum of d10[/list]
Benefits[list][*]The Juicer Brawny Edge is altered: Load limit upped to STR x12 instead of 8[*]+1 size[/list]



[size=200][b]Phaeton Juicer[/b] [color=#FF0000](Juicer Variant) [/color][/size]
Requirements[list][*]Novice[*]Juicer[*]Background edge[*]May not already have a Juicer Variant Edge[/list]
Benefits[list][*]Ace[*]Combat Ace[*]Vehicle of Choice - usually a Hover Cycle or Motorcycle [/list]
Complications[list][*]-1 die type STR[*]-1 vigor die type [/list]

[size=150]--> [b]Trademark Vehicle[/b][/size]
Requirements [list][*]Veteran[*]Driving, Piloting, or Boating d10[*]Phaeton Juicer[/list]
Benefits [list][*]Gain an aditional non-movement action with a specific vehicle. Thus action can be a repeat action.[/list]
Creation Note [list][*]This can allow for a Phaeton Juicer with Split the Seconds, Combat Ace, and burn faster to end up with: 8 actions, 2 piloting checks, and 2 movements per turn. Truly epic. [/list]

[size=150]--> [b]One With The Machine[/b][/size]
Requirements [list][*]Seasoned[*]Phaeton Juicer[/list]
Benifits [list][*]Gain Telemechanics benifits for vechicles only. Telepathy not required. [/list]



[size=200][b]Mega Juicer[/b] [color=#FF0000](Juicer Variant) [/color][/size]
Requirements[list][*]Novice[*]Juicer[*]Background Edge[*]May not already have a Juicer Variant Edge[/list]
Benefits[list][*]Does not suffer from one point of Wound Modifiers[*]+2 toughness[*]No additional damage from called shots[*]+2 to recover from Shaken[*]+1 additional Die type to STR[/list]
Complication[list][*]Burnout, 3d10 plasma damage the size of a medium burst template surrounds the Mega Juicer (counts as sunlight for vampires) upon Blaze of Glory, or end of next action when at 0 burn[*]Unable to detox[*]Kill on sight (minor) at 1-3 burn, it is widely known the Mega Juicer is about to go nova. Most folks will put them down (or attempt to) at that point. At 3 Burn left the Mega Juicer emits a fiery glowing from their eyes. [/list]

[size=150]--> [b]Mister Mega[/b][/size]
Requirements [list][*]Seasoned[*]Mega Juicer[/list]
Benifits [list][*]Gain the Monstorus Ability: Hardy [/list]



[size=200][b]Delphi Juicer[/b] [color=#FF0000](Juicer Variant)[/color] [/size]   
Requirements[list][*]Novice[*]Juicer[*]Background Edge[*]May not already have a Juicer Variant Edge[/list]
Benefits[list][*]Arcane Background: Psionics, pick from the Crazie list[*]PAS Helment: Major psionics (requires the PAS helmet)[*]PAS Helmet provides Rapid Recharge Edge[*]-4 to target PAS, on a hit roll Technical Difficulties.[/list]
Complication[list][*]Psychic flashes, plagued by horrible and random psychic flashes (minor)[*]The surgically attached Psychic Amplification System (PAS) helmet provides the Delphi Juicer with his or her powers and abilities[*]Helmet can not be removed[*]Habit (Major) Requires use of PAS helmet[*]Knowledge: Cybernetics -2 to remove, Arcane Background (Psionics) suffers from Brain Burn and Technical Difficulties on a Roll of a 1 for Psionics skill roll.     [/list]

[size=150]--> [b]Juiced Mind[/b][/size]
Requirements [list][*]Seasoned[*]Delphi Juicer [/list]
Benifits [list][*]Chose one new or existing power, automatically gain the raise effect on a success.[/list]



[size=200][b]Coalition States Juicer[/b] [color=#FF0000](Juicer Variant) [/color][/size]
Requirments [list][*]Novice[*]Juicer[*]Background Edge[*]May not already have a Juicer Variant Edge[*]Vow (Major) Serve the CS [/list]
Benefits [list][*]Cybernetic Hand (pick one hand) with Laser Blaster Finger[*]Climb Cord (+2 to climbing skill) [/list]
Concealed Laser Blaster Finger [list][*]Damage: 2d6[*]Range: 15/30/60[*]RoF: 1[*]AP 1[*]6 Shots prior to Recharge needed[/list]
Complication [list][*]Vow (Major) Serve CS[*]Strain of 1 due to bomb implant 3d10+4 (no armor against it), resulting in 1 less point of burn due to the 1 Strain[/list]

[size=150]--> [b]Disavowed[/b][/size]
Requirements [list][*]Psycho-Stalker OR Coalition States Juicer[*]Gain Hindrance (Major) Wanted by the CS[*]If the Juicer goes renegade the CS will blow your head off by utilizing the Bomb Impkaint. To avoid this, -2 Kn: Cybernetics roll to remove, replace Major Vow with Wanted Major by CS. [/list]
Benefits [list][*]Bomb Implant removed (The lost point of Burn is not recovered from the Strain of original implant) [/list]

[size=150]--> [b]Integrated Armor[/b][/size]
Requirements [list][*]Seasoned[*]CS Juicer [/list]
Benifits [list][*]+2 toughness[/list]



[size=200][b]CS Psycho-Stalker Juicer[/b] [color=#FF0000](Juicer Variant) [/color][/size]
Requirements [list][*]Novice[*]Psi-Stalker[*]Juicer[*]Background Edge[*]May not already have a Juicer Variant Edge[*]Vow (Major) Serve the CS [/list]
Benefits [list][*]Juicer IF[/list]
Complication [list][*]Vow (Major) Serve CS[*]Strain of 1 due to bomb implant 3d10+4 (no armor against it), resulting in 1 less point of burn due to the 1 Strain [/list]

[size=150]--> [b]Disavowed[/b][/size]
Requirements [list][*]Psycho-Stalker OR Coalition States Juicer[*]Gain Hindrance (Major) Wanted by the CS[*]If the Juicer goes renegade the CS will blow your head off by utilizing the Bomb Impkaint. To avoid this, -2 Kn: Cybernetics roll to remove, replace Major Vow with Wanted Major by CS. [/list]
Benefits [list][*]Bomb Implant removed. Note: The lost point of Burn is not recovered from the Strain of original implant. The Psi-Stalkers have the inherent ability to detect arcana, usable at will (half normal range) penalty is not removed.[/list]

[color=#FF0000]The other thing is:[/color] Keep in white / Change in [color=#4040FF]Blue[/color].

[b]Psi Stalker Abilities[/b]
[list]
[*]Ambidexterity: Psi-Stalkers have the Ambidextrous Edge.
[*]Animal Empathy: Psi-Stalkers have an inherent empathy with animals. They start with Riding d6 and animals treat them as one of their own. This effect can be problematic if the animal in question is a territorial loner.
[*]Fast: Psi-Stalkers have Pace +2 and increase their Running die by one die type (usually Pace 8 and d8 run die).
[*]Outsider: Psi-Stalkers are creepy and off-putting, and make those with magic or psionic abilities especially nervous (for obvious reasons). They are barely more than a slave class in the Coalition and despised in the Federation of Magic. They suffer −2 Charisma with everyone except others of their kind.
[*]Psychic Sense: Psi-Stalkers have the inherent ability to detect arcana, usable at will [color=#4040FF](half normal range)[/color]. They use the Notice skill to detect the presence and location of any psychic or magic energies, beings, or items. They can also use the Tracking skill to track a specific magical or psionic entity. This sense works to detect anything psychic, magic, or supernatural, including invisible and astral beings. Psychic Sense doesn’t work inside sealed armor or vehicles. Cybernetic implants also cause problems; every point of Strain imposes a −1 penalty [color=#4040FF](Remember the Psycho Stalker starts with Strain)[/color] when the Psi-Stalker uses his Psychic Sense (the Cyber-Psychic Alignment Edge can negate this penalty). See below information/note.
[*]Psychic Vampire: Psi- Stalkers require a diet of PPE or ISP drained from living beings. They gain this using the Draining PPE/ISP rules (page 121), which only works by touch. The Psi-Stalker must cut and draw blood from her intended victim or donor (which must be supernaturally, magically, or psionically active to provide sustenance). Psi-Stalkers must consume at least 5 Power Points (PPE or ISP) a day or suffer Fatigue (Note took edge controlled hunger = 3PP/48hours). They starve to death after a week of being Incapacitated by lack of “food.” Each 5 PPE/ISP drained restores one level of Fatigue. Consumed Power Points cannot be used to fuel spells or psionic powers.
[*]Racial Enemy: Many Psi-Stalker and Simvan tribes have been at war for years. Meetings between the species start argumentative and get worse. Psi-Stalkers suffer −4 Charisma with Simvan.
[*]Restricted Paths: Working arcane magic is impossible for Psi-Stalkers. They cannot take any Arcane Background using PPE, nor any Iconic Framework that includes it.[/list]

Note: [b]PSYCHIC SENSE[/b]

Dog Boys and Psi-Stalkers have the innate ability to sense and track the supernatural. Like any sense, certain environmental conditions or situations can impair or even block its use. Ley lines in particular are so powerful anyone within one cannot be detected at all with Psychic Sense, and those nearby are harder to sense as well. Other sources of supernatural energy, including large numbers of living beings, can confuse the Psychic Sense too. A ley line storm completely negates the ability to track anyone whose trail passed through the area it affected.

[i]Psychic Sense Modifiers[/i][list]
[*]−4 Target within 10” (20 yards) of a ley line or source of supernatural energy.
[*]−2 Target within 25” (50 yards) of ley line or source of supernatural energy.
[*]−2 Target within a large group of living beings (a bustling city street or herd of animals).
[*]−2 Target or sensing character near a powerful supernatural entity (a dragon or greater demon).
[*]−2 Tracking target 24–48 hours since in area.
[*]−4 More than two days since target was in area (targets cannot be tracked after a week).[/list]



[size=200][b]Dragon Juicer[/b] [color=#FF0000](Juicer  Variant)[/color] [/size] 
Requirements [list][*]Novice[*]Juicer[*]Background Edge[*]May not already have a Juicer Variant Edge [/list]
Benefits [list] [*]Alertness Edge[*]Exalted Darksight at will using Smarts to activate[*]Body Armor: Dragon Skin (Hide) armor with 6 MDC and +2 toughness, STR minimum d10 [/list]
Complications [list][*]Roll once on the Crazie Degradation table, with a dragon related Trapping, i.e. Bloodthirsty would only be towards dragon kind[*]Enemy (Major) Dragons, Most dragons will want to kill you [/list]

[size=150]--> [b]Elder Blood[/b][/size]
Requirements [list][*]Seasoned[*]Dragon Juicer [/list]
Benefits [list][*]Premium Aged Elder Dragons blood flows through your veins. +2 to Uncanny Reflexes. -2 CHA [/list]

[size=150]--> [b]Dragon Claws[/b][/size]
Requirements [list][*]Seasoned[*]Dragon Juicer [/list]
Benefits [list][*]Worn like forearm guards, these weapons are created from dragon bone. STR +d8. -2 CHA[/list]

[size=150]--> [b]Dragon Helm[/b][/size]
Requirements [list][*]Seasoned[*]Dragon Juicer [/list]
Benefits [list][*]Farsight at will Smarts roll and Jack of all Trades Edge. -2 CHA [/list]

[size=150]--> [b]Nightstalker Blood[/b][/size]
Requirements [list][*]Seasoned[*]Dragon Juicer [/list]
Benefits [list][*]Stealth checks +2. -2 CHA[/list]

[size=150]--> [b]Dragon Force[/b][/size]
Requirements [list][*]Seasoned[*]Dragon Juicer [/list]
Benefits [list][*]Blood of a Mage Dragon, Dragin Juicer is empowered with a pool of 10 PP to use Techno Wizard items, gear and weapons etc. Detect Arcana will detect the dragon juicer.[/list]

[size=150]--> [b]Dragon Vampire![/b][/size]
Requirements [list][*]Seasoned[*]Dragon Juicer[/list]
Benifits [list][*]The character drinks the untreated blood of slain dragons whenever he can. Strangely enough, this keeps him alive and prevents him from having to find an alchemist every six months to get more treated blood-based chemicals. It also adds another 2 Burn to his life. Dragon vampires are usually quite mad (roll once on the Crazie Degradation Table). Each time the Edge is taken it adds 2 Burn but requires another roll on the Degradation table. Can only take this Edge once per Rank. If taken at Character Creation it doesn't count as Season Rank as per Born a Hero Rules [/list]
Last edited by Jackal on Sun Mar 05, 2017 1:06 pm, edited 68 times in total.
User avatar
Jackal
Daniel (Lars)
Posts: 439
Joined: Sat Jun 18, 2016 7:14 pm

Re: Juicer Variants for Savage Rifts

Post by Jackal »

MEGA JUICER Edited on 2-15-2017, changed FINAL BURNOUT and initial psi powers.

Image
Mega Juicer

"If you want to be tough, become a Juicer. If you wanna be a GOD, become a Mega Juicer." - Sign outside a Body-Chop-Shop in Kingsdale (About 60 miles north of Castle Refuge)

BECOMING A GOD
  • The Mega Juicer is the most advanced Juicer ever created. The only two places the process is known and be received is in Northern Gun and Kingsdale. With Kingsdale and Castle Refuge so close the occasional Mega Juicer has become a member of the Legion. In fact thus far the few Mega Juicers who have joined the Legion were all prior Kingsdale Forest Rangers who after paying off their conversion process moved on to join the Legion. The process of becoming a Mega Juicer requires three key elements: The applicant must be psychic on some level (Minor, Major or Master), the use of Mind Over Matter Technologies (M.O.M.) and the use of mind altering drugs and electrical stimulus. In the magically rich world of Rifts this results in a Super Juicer who become Supernatural in nature. (Use of Detect Arcana will show the Mega Juicer as Supernatural). Only latent physics (or more powerful physics) can benefit from the process. The major issue with the process is the uncontrollable Burn Out that results. The Mega Juicer becomes a danger to themselves and others. Regardless of how awful the final call for the Mega Juicer is those that are willing to become Gods and supernatural Creatures are more obsessed with the awesome power they can wield before death.
MEGA JUICER
  • The Mega Juicer is a variant of the Standard Juicer. When creating a Mega Juicer utilize the Savage Rifts Player Guide and then change the below items for conversion from a Standard Juicer to a Mega Juicer. The key differences are found in how the Mega Juicer’s Burn works, and the Mega Juicer's Abilities and Bonuses. The most advanced Juicer ever created, the Mega Juicer, or Super Juicer, is a conversion process becoming more widely available to those who can afford it. If an applicant wants to become a Mega Juicer they have to be Psionic in some way. The history of the Mega Juicer can be found in the Juicer Uprising Book page 36. In order to become a Mega Juicer the character must be a latent psychic or have been a Mind Melter or Mystic previously. What ever level (Novice to Legendary) the character was they are now a Novice Mega Juicer. All powers and abilities from previous class are gone! There is no detox from becoming a Mega Juicer. If you are starting out as a new character you would have been a minor psychic and what ever power you had is now gone.
Use the Standard Juicer for creation in the Savage Rifts Players Guide with the below changes.

THE BURN
  • In a standard campaign, a Standard Juicer’s Burn begins at 8. The Mega Juicer has the same starting Burn however he or she will burn through their Burn faster due to having a lower Burn Die. At the start of each session, the player rolls his Mega Juicer Burn Die, a d8, and if the roll is equal to or greater than the Juicer’s current Burn (Bennies may not be spent on this), he must reduce his Burn by one point or he dies, irrevocably, by the end of the session. If he chooses to spend the Burn, he goes on normally until the next session, repeating the process each time. If he chooses not to spend the Burn to keep on living, he’ll probably want to go out in a Blaze of Glory (see Setting Rules), Juicers have the ability to declare Blaze of Glory at any time, regardless of whether they’ve taken any damage or not. NOTE: Mega Juicer can NOT start the game with a Burn higher than 8. The Freshly Juiced Edge is not available.
BURNING SUPER BRIGHT
  • For those willing to risk an even earlier death, Burn can be spent for rather amazing purposes. Spending Burn gives the Mega Juicer a d12 Burn Die to add to any Trait or damage roll. This die can Ace like any other, and if a Benny is spent to re-roll anything a Burn Die was spent on, the Burn Die is re-rolled too. Obviously, spending Burn means being able to make a huge impact in combat, but it also means hastening the process of completely burning out. The lower a Juicer’s Burn rating, the more likely the player is forced to spend Burn to avoid dying. Between the inevitable rolls over the rating and the temptation to spend Burn for moments of greatness, a day comes when the player faces a fateful decision for his Juicer character.
MEGA JUICER ABILITIES AND BONUSES
  • For the sacrifice of a long, normal life (or at least as close to one achievable in a post-Rifts world), the Mega Juicer gains some rather amazing powers and gifts.
  • Internal Repair System: The biocomp system managing the drugs and chemical processes of the Juicer’s body also works overtime to ensure his continued health and good repair. The Mega Juicer gains Slow Regeneration (a natural healing roll once per day). As well, there’s a continuously replenishing supply of nanites and chemical concoctions available for “emergency repairs.” As an action, the Juicer can make a natural healing roll at +4 to heal wounds; this costs one charge. The system holds a maximum of three charges and requires eight hours to recover one charge.
  • Super Endurance: Mega Juicers begin with +3 Vigor die types, with no Trait maximum. They require only half the normal amount of sleep, and gain +2 on all Fatigue checks.
  • Super Reflexes: Mega Juicers begin with +2 Agility die types, with no Trait maximum. They have Uncanny Reflexes, granting them −2 to be hit by all attacks. Finally, they begin with the Level Headed Edge and the Quick Edge.
  • Super Speed: Mega Juicers cover enormous ground quickly, gaining a +4 to Pace and doubling their base Pace. They also have the Fleet-Footed Edge (meaning they have Pace of 20" with a d10 running die).
  • Super Strength: Mega Juicers begin with +3 Strength die types, with no Trait maximum. They also begin with the Brawny Edge (Load limit upped to STR x10 not 8).
MEGA JUICER COMPLICATIONS & THE FINAL BURN OUT (Tragically Fun!)
  • In addition to having a lower Burn Die, thus Burning out faster, the Mega Juicer experiences some rather horrifying side effects starting when he or she is down to 3 Burn left.
  • At 3 Burn left: A "fire" burns in the Mega Juicers eyes. Pick a Trapping that makes sense to use. Examples, Fire, or Holy Light or Necrotic etc. Add a -2 to Charisma. This "fire" is the first sign of FINAL BURN OUT. The "Good" thing is the Mega Juicer can now access one PSI power. The Mega Juicer gains the Arcane Background (Psionics). As a minor psionic the Juicer can pick one ("Random") Novice level PSI Power. The Mega Juicer gains access to a pool of 10 ISP also. Regen of ISP is Standard Rate.
  • At 2 Burn left: The Mega Juicer starts to glow, to "burn" with above picked Trapping. His entire body glows. Any thing or any one he comes in contact with takes 1d6 Mega Damage. (At this point can use his or her armor and weapons still) The Mega juicer suffers a -4 to stealth rolls. The "Good" thing is the Mega Juicer gains +10 more ISP, can access one more PSI Power (any level) and gains the Rapid Recharge ISP Edge.
  • At 1 Burn left: The Mega Juicer burns brightly and can not wear armor or use weapons any longer. He or she is a mass of burning energy. Touching others causes 4d6 Mega Damage. Charisma is -6 and stealth is not possible. Much of normal life activities are lost. The "Good" thing is the Mega Juicer can access an additional 2 more PSI powers, gains the Improved Rapid Recharge ISP Edge, and has another +20 ISP added for a total of 40 ISP.
MEGA JUICER ARMOR
  • Armor Value: +8 Armor and +2 Toughness
  • Strength Minimum: d10
  • Full Environmental Protection.
  • Integrated Weapons System (IWS): Forearm Tri-Vibro-Blade System (Each Blade does 1d6 - roll as 3d6 damage)
  • Weight: 20 lb
  • Cost:150,000
  • Note: Iconic Mega Juicer Armor produced by Northern Gun.
Last edited by Jackal on Wed Feb 15, 2017 9:30 am, edited 14 times in total.
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Re: Juicer Variants for Savage Rifts

Post by Jackal »

DRAGON JUICER Edited on 2-15-2017, changed Insanity, Powers and the Armor.

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"I heard the Legion has a vast underground prison under Castle Refuge full of dragons being drained of their blood....something about the real Dwarves of Shaintar creating a powerful army of Dragon Juicers...." - Rumors inspired by Federation Collaborators

DRAGON JUICER
  • The City of Brass is the subterranean capitol of the "Kingdom of Lord Dunscon" or the True Federation. It is located in the Mammoth Caves in Kentucky, about 20 miles south of Nolin Lake and 130 miles south of Louisville. The City does not actually exist in the caves, but in a pocket dimension located within the caves. Until recently nearly all Dragon Juicers were created in and for the Federation.

    The creation process was originally learned by a Techno Wizard named Regius. He sold the process to the True Federation and made a fortune. Afterwards a Techno Wizard named Tes (Telsa Koil, a female Techno Wizard) took over the project for Lord Dunscan, in the City of Brass. Tes created a plethora of Dragon Juicers and passed on the knowledge of the creation process to Federation Mages before defecting to the Tomorrow Legion. Once Tes was safely at home in the Legion she began offering to create and teach the process to the Shaintar Dwarves. Thus far the Legion has declined to create any Dragon Juicers. They see it akin to raising the dead to fight for the Legion. Just not something one does. It is possible that one high ranking member of the Legion along with Tes might secretly create one test Juicer (if so it would be a scandal and ultra secretive).
DRAGON JUICER POWERS & ABILITIES
  • In addition to the Edge: Quick the Dragon juicer gets the Level Headed Edges at the time of creation.
  • Starts with an additional Hindrance: Greed (Minor)
  • Starts with the Hindrance: Hated by Dragons causing a -4 Charisma between them.
  • Starts with the Strong Willed Edge.
  • PPE reserve: even though the Dragon Juicer can not cast spells he or she starts with 10 PPE and can take the Power Points Edge multiple times as they advance. The PPE can be used to operate Techno Wizard weapons etc. When the Dragon Juicer takes the Edge: Power Points it increase their PPE reserve by +10 per Edge instead of +5.
  • The Dragon Juicer can merge/melt/bond with their Dragon Skin Armor once they take the Edge: One with Armor This Edge can be used as a Free Action to add a +2 to the Dragon Juicers Toughness. To get this Edge the Dragon Juicer must take the Edge as a Advance (Novice is okay).
  • Dark Sight Automatic - Constant / No cost.
  • Far Sight Automatic - Constant / No cost.
DRAGONS BLOOD AND WITHDRAWALS
  • Dragons Blood and Withdrawals - The Dragon Juicer uses a "harness" like much standard Juicers, however with a Techno Wizard cocktail of dragons blood altered via Alchemy. The harness holds enough blood for 6 months. At which point every day beyond / without blood requires a roll verse insanity. Roll a d20, with a result of 5 or less add a Quirk to the character. Each day without blood adds a -1 to all Trait rolls until new blood is acquired. After 10 days the character will become a Dragon Vampire (see below) and losses 1 die type to Smarts per week until they feed.
INSANITY
  • The process of becoming a Dragon Juicer causes insanity in the character. Feeding on another living beings blood is a ghoulish concept. The Dragon Juicer lives on and relies on the blood of dragons. The character starts with Nightmares every time they sleep (thankfully Juicers do not require much sleep). Dreams of being a Dragon or being hunted by vengeful dragons plague their dreams. At first this is just a minor quirk. After several years it can become a major quirk.

    Additional Insanity is possible each time they use a BURN. Every BURN spent the Dragon Juicer must Roll on the Crazie Psyche Degeneration table. If they roll a result they already have then no new insanity is gained this BURN.

    Additionally each time a BURN is spent roll a d6, no Bennies or wild Die, with a result of a 1 the Dragon Juicer rejects the drug harness and becomes a Dragon Vampire. The character must drink the blood of dragons straight from a dragon once per 6 months or suffer withdrawal symptoms described above.

    NOTE: a Dragon Juicer who is able to fill their harness with Elder (Legendary) Dragon blood, or drink it (Dragon Vampire) from a Elder Dragon is more powerful than the average Dragon Juicer. Add a +1 to all Trait Rolls while under the power of Legendary Blood. In addition add a +2 to save verse Fear Rolls and when using Intimidation or Persuasion Skills.
STARTING GEAR
The Dragon Juicer starts with the same gear as a Techno Wizard.

DRAGON SKIN ARMOR
JUICER DRAGON SKIN (HIDE) ARMOR
  • Armor Value: +6 Armor and +2 Toughness
  • Strength Minimum: d10
  • Weight: 20lb
  • Cost: 100,000
  • Note: The Dragon Juicer already starts with a -4 Charisma to Dragon Kind. If Hide armor is not worn and the Juicer can conceal his use of blood for power he can pass off as a Standard Juicer and reduce the Charisma Hindrance to a -1 to Dragon kind. However questions may quickly arise if the character uses a TW Revolver or other TW items about how they are doing so. If learned to be a Dragon Juicer the -4 returns even with out Hide armor.
Last edited by Jackal on Wed Feb 15, 2017 9:54 am, edited 13 times in total.
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Re: Juicer Variants for Savage Rifts

Post by Jackal »

DELPHI JUICER Edited on 2-15-2017, changed Helmet, powers and Abilities.
Image

"I have powers. I need this helmet to protect my important brain. I can melt your mind faster than a june bug on speed!" - Edred the Deranged.

HISTORY
  • The Delphi Juicer was conceived of by Dr. Rommel. After many years of limited resources he has been able to get several high paying contracts for large numbers of Delphi Juicer conversions by several kingdoms here in the old America. He has contracted with Hyper-Science Corporation (HSC) who no longer has the UTI to contend with after the Juicer uprisings. Together Rommel and his team at HSC has been able to start mass producing and creating Delphi Juicers.

    The Delphi Juicer, unlike the Mega Juicer, does not require an applicant to be psionic in any fashion. The Juicer process includes usage of M.O.M. stolen technologies from Rommel's days in the NGR. Using stolen Psytnetic technology, Rommel surgically attaches a MOM like helmet to the applicant which opens their minds like Crazies making the applicant similar to a Mind Melter on Juicer Drugs.
DELPHI JUICER PSYCHIC HELMET
  • The surgically attached Psychic Amplification System (PAS) helmet provides the Delphi Juicer with the following powers and abilities.
  • Rapid Recharge Edge for ISP, regen is 1 PP per 30 minutes
  • AB (Psi) gained and the helmet adds a +1 to Psi rolls
  • Pool of 10 ISP added to base of 10 ISP
  • Linked to brain waves and lessens the likelihood of successful detox, see below.
  • The brain bucket (helmet) never comes off.
POWERS AND ABILITIES (Modified from Standard Juicer)
  • Vigor increase is only +1 die type
  • Strength increase is only +1 die type
  • Gains Detect Arcana - automatically no PP needed.
  • Gains Psi Power: Far Sight
  • Gains Psi Power: Dark Sight
  • Gains Psi Power: Boost / Lower Trait
  • Gains 2 additional Powers of Choice. All known Psi powers have their Distances doubled by helmet.
  • The helmet makes the Juicer a Master Psi user with Mega Powers
  • When rolling Heroes Journey Rolls, pick one less Roll.
  • Each 10 XP gained add one Roll on the Crazie PSYCHE DEGRADATION table. Re-roll if already have that result.
BURN BRIGHTLY
  • Starting Burn is 8 Burn, can not take Freshly Juiced Edge.
    Burn die and Burn rate same as Standard Juicer.

    When down to 2 Burn left the Delphi Juicers powers start to go out of control. GM rolls every two hours. GM can activate a random (their choice) power to activate. It still cost ISP to use. The power goes off and can cause issues. Dark Sight = not a big deal. Bolt = randomly casting a damage inducing spell can cause some issues!
DETOX
  • If the Delphi Juicer tries to DETOX use same chart as Standard Juicer however at a -2 due to helmet.
    If successful detox the Juicer looses ALL powers. Becomes a minor Psychic and picks 1d4 new or same powers as a Minor PSI.
    All Psi powers and Edges are gone.
Last edited by Jackal on Wed Feb 15, 2017 10:06 am, edited 2 times in total.
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Sayeen Gabbersleaf
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Re: Juicer Variants for Savage Rifts

Post by Sayeen Gabbersleaf »

Just some thoughts about the variants:

Mega Juicer
1) Why not just give the player Arcane background Psionics and let them choose off a limited list like cyber knight?
2) Complication: Last Call. It seems like the mega juicer has the aforementioned hindrance, just with a different trapping.

Dragon Juicer:
1) I really would not change the burn mechanic too much by addiding insanities each time you use burn. Just give them an insanity complication off the crazy insanity table andthat would be good enough.
2) I would add Dragon vampirism as a complication. The harness has enough blood for six months...
3) it is not clear what bonuses to agility, strength, and vigor the dragon juicer gets.
4) Dragon skin bond, should just add +2 toughness as a free action, I would also make the dragon armor a TW armor that needs the dragon skin bond to function.
5) Add the following as iconic edges:
-At Seasoned the Dragon Juicer can use Breath Fire - Damage: 3d6 Mega Damage, Range: 20/40/60, Power Points: 2- Must Take As an ADVANCE, and only available after reaching Seasoned. Uses shooting??
-At Seasoned the Dragon Juicer can use Teleport Spell as an ability, still costs PPE from reserve, Roll Spirit to check the skill. Must take as an ADVANCE, and only after reaching Seasoned.
-Dark Sight Automatic - Constant / No cost. Novice
-Far Sight Automatic - Constant / No cost. Novice
6) +1 toughness for 1ppe, is not really needed
7) Not sure if they should start with any tw weapon, should either start with juicer gear or TW gear. plus the dragon armor.
Sayeen Gabbersleaf
ISP :30/2
Active Psionic Powers: None
    Pace: 7/7; Parry: 8 ,; Toughness: 13/13(6); Notice D8, Stealth D6,
    Worn Armor:
    • Cyber Knight medium armor(TW): +6Armor, +1 toughness
    • Cyber Armor: +2 toughness
    Weapon in Hand: Psychic Maul: 1d4 +3d10 AP 8
    Combat Abilities
    • improved dodge: -2 ranged attack, +2 to evade area affect attacks when appropriate
    • Cyberkenetic Combat: -2 to hit if attack is purely technology based
    • Champion: +2 damage & toughness vs supernatural evil
    • Giant Killer: +1d6 damage vs creatures size 3 and larger
    OOC Comments
    Bennies:2 Spent:2
    -reroll to avoid brain burn
    -reroll fighting attck vs beasty in power plant
    +1 for group posting quickly
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    Kesslan
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    Re: Juicer Variants for Savage Rifts

    Post by Kesslan »

    Sayeen Gabbersleaf wrote:1) Why not just give the player Arcane background Psionics and let them choose off a limited list like cyber knight?
    Personally I'm surprised they are being allowed a Psi choice at all. Under PB rules they get no Psi powers.
    Sayeen Gabbersleaf wrote:2) Complication: Last Call. It seems like the mega juicer has the aforementioned hindrance, just with a different trapping.
    It's a decent adaptation of how Last Call works for Mega Juicers under PB rules. Under that rule set once you have so many months of life left they start to heat up and eventually set everything they touch on fire or melt it (Including all MDC materials) before eventually exploding into a ball of flame.
    Sayeen Gabbersleaf wrote: Dragon Juicer:
    1) I really would not change the burn mechanic too much by addiding insanities each time you use burn. Just give them an insanity complication off the crazy insanity table andthat would be good enough.
    Dragon Juicers tend to be pretty unstable. That said I believe they can remain sane so I'm not sure they really should gain an insanity with every point burned. Maybe a chance to pick one up, or the above suggestion would work.
    Sayeen Gabbersleaf wrote:2) I would add Dragon vampirism as a complication. The harness has enough blood for six months...
    Under PB it's only a potential side effect and not something that all Dragon Juicers suffer from. Many can't actually drink dragon blood without it killing them. The dragon blood in the harness is usually treated in some manner. Dragons are also supposed to be pretty much instantly hostile to any Dragon Juicer, though some Dragons make their own as minions.
    Sayeen Gabbersleaf wrote:4) Dragon skin bond, should just add +2 toughness as a free action, I would also make the dragon armor a TW armor that needs the dragon skin bond to function.
    Under PB Dragon skin armour has no special properties beyond being MDC and maybe having some spines that can be used for attacks. I'm not sure making it a TW item would really be fitting if you want to keep as close to the source material as possible.
    Sayeen Gabbersleaf wrote: 5) Add the following as iconic edges:
    -At Seasoned the Dragon Juicer can use Breath Fire - Damage: 3d6 Mega Damage, Range: 20/40/60, Power Points: 2- Must Take As an ADVANCE, and only available after reaching Seasoned. Uses shooting??
    -At Seasoned the Dragon Juicer can use Teleport Spell as an ability, still costs PPE from reserve, Roll Spirit to check the skill. Must take as an ADVANCE, and only after reaching Seasoned.
    -Dark Sight Automatic - Constant / No cost. Novice
    -Far Sight Automatic - Constant / No cost. Novice
    I'm not sure Juicers of all things need things like the ability to breath fire or teleport. While it sort of makes sense, not all dragons breath fire. Some have other breath weapons even in Rifts. If one were to keep a breath attack I'd either give it several options for what type or make it a random roll to determine what kind of breath attack one gets. That said I'm fairly certain none of the above are things Dragon Juicers ever get, though honestly it's been a long time since I've looked at them and I don't believe I've ever looked at the class under JU Revised.
    I bring the fire
    Bennies: 6
    Attributes: Agility: d6, Smarts: d6, Spirit: d6, Strength: d8, Vigor: d6. Pace: 6; Parry: 5; Toughness: 16(11); Strain: 0
    ISP: 20/20
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    Jackal
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    Re: Juicer Variants for Savage Rifts

    Post by Jackal »

    All good points. Thank you both. I'll be retouching these with updates once work slows back down.
    Character
    Jackal

    Notes: Increased Action Upgrade (3) Additional Action (Like Split the Seconds), Quick Edge. Parry 9, 10 or 11. Toughness 24 (12) Often wears riot armor in combat but just for looks and it doesn’t add to his Toughness. Otherwise, wears an armored suit & tie, or jeans and t shirts.

    The 7th SET

    • Chok'lat
    - Cyberred up Brodkil Tank
    • Strider
    - Sea Titan, MARS Scholar
    • Growler
    - Best Boy Dogboy Nega-Psychic
    • Jarvis Ursus
    - Kittani PA Jock
    • Jonns Mythe
    - Quickflex MARS Gunslinger
    • Rib
    - Trimadore MARS Vagabond Martial Arts & Technical Specialist
    • Kriza
    - What? A Human?! MARS Psi-Druid
    • Jackal
    - Oh, whew, another Human...or is it? AI Pilot
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    Beowulf85
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    Re: Juicer Variants for Savage Rifts

    Post by Beowulf85 »

    I thought I remembered reading that dragon juicers were often hunted by dragons (which I think would be a major hindrance), but maybe I was thinking of demon dragon mages.

    Auto raise on all known powers for the Delphi Juicer is amazing, but I think it's also more than a little unbalanced. The source material grants double duration and an additional 10% range on all known powers. Alternatively the helmet could grant a free reroll on any psionic roll, but you have to keep the second roll. Third alternative would be a flat +1 die type.

    Was there a reasoning behind giving them powers they didn't originally have? It seems that all of these juicers are more powerful than they were in the source material.
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    Conrad
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    Re: Juicer Variants for Savage Rifts

    Post by Conrad »

    Dragons don't like Dragon Juicers and should be a hindrance. I would imagine any dragon hatchlings at Castle Refuge would be immediately attacking, partly in fear that the Juicer would be trying to steal their blood.
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    Merlaggon
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    Re: Juicer Variants for Savage Rifts

    Post by Merlaggon »

    Conrad wrote:Dragons don't like Dragon Juicers and should be a hindrance. I would imagine any dragon hatchlings at Castle Refuge would be immediately attacking, partly in fear that the Juicer would be trying to steal their blood.
    Grrrrrrrr!!!!!
    Merlaggon
    Alternate Characters: Hans Greuber, Growler

    Bennies: 0/3
    • [*]Base Amount
      -2 due Reroll on Hungry Helpers
      -1 due Extra Effort on Armor Power
    ISP :20 / 10
    PPE :38 /20
    Active Psionic Powers: None
    Active Magic Powers: Armor (+4 Armor due Raise, -1 to be hit by Ranged Weapons)
    Combat Edges: Quick (Shapeshifter's Claw)

    Pace: 6 (Fly 12); Parry: 8
    Toughness: Dragon Form - 47 (24) 43(20); Size +8
    Toughness: Human Form - 15(6); Size 0
    Notice: D6
    Default Form: Dragon
    OOC Comments
    Adventure Cards:
    [list][*]Enemy (Patron) - "Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”[/list]

    Worn Armor (Human): CA-1 Heavy Deadboy Armor
    Weapon in Hand (Human): None
    Weapons Carried: Wilk's 227 Pulse Laser Pistol, Chain Greatsword, TW Light Missile Launcher, TW Heavy Railgun (0/120 Shots)

    http://savagerifts.com/sr/viewtopic.php?f=20&t=69
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    Jackal
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    Re: Juicer Variants for Savage Rifts

    Post by Jackal »

    Version One of all three = all sorts of ideals spill out....

    Version Two (newly editing them) things mellow and your input is listened to etc. - I have tried to round them out and improve on them.

    I have no desire to play any of these (love the Standard Juicer), just wanted to make them for fun. Thanks to you all for your input.

    Even you Merl :) Grrrrrrrrr right back ya from the Dragon Juicer.

    If I ever GM maybe I'll bring a Dragon Juicer to visit Merl j/k


    The Juicer Uprising Book was / is one of my favorites. However all the new "power creep" Juicers were heh ya so-so to me. Except the Dragon Juicer, I loved that one. Had a great evil DJ NPC in our game for a while.
    Character
    Jackal

    Notes: Increased Action Upgrade (3) Additional Action (Like Split the Seconds), Quick Edge. Parry 9, 10 or 11. Toughness 24 (12) Often wears riot armor in combat but just for looks and it doesn’t add to his Toughness. Otherwise, wears an armored suit & tie, or jeans and t shirts.

    The 7th SET

    • Chok'lat
    - Cyberred up Brodkil Tank
    • Strider
    - Sea Titan, MARS Scholar
    • Growler
    - Best Boy Dogboy Nega-Psychic
    • Jarvis Ursus
    - Kittani PA Jock
    • Jonns Mythe
    - Quickflex MARS Gunslinger
    • Rib
    - Trimadore MARS Vagabond Martial Arts & Technical Specialist
    • Kriza
    - What? A Human?! MARS Psi-Druid
    • Jackal
    - Oh, whew, another Human...or is it? AI Pilot
    • Roy
    - True Atlantian Shifter
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    Lucretia
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    Re: Juicer Variants for Savage Rifts

    Post by Lucretia »

    Hm. I never really read up on the juicer variants, but from what Beowulf said it sounds like the closest Savage Rifts equivalent for the Delphi Juicer benefits is the Major Psionic edge - gives the extra range and extra ISP can mean longer duration.

    Just a design idea, simple is usually best and there is already a method for modifying/advancing an iconic framework: iconic edges.
    As an example, here is what a Delphi Juicer iconic edge might look like:

    DELPHI JUICER
    Requirements: Novice, Juicer, Smarts d6+, Spirit d8+, must be taken at character creation.
    This juicer has benefited from Dr. Rommel's Delphi juicer technology, and has MOM implants and an attached psi-enhancing helmet in addition to the juicer harness.
    Gain all of the following:
    • Psionics d6
    • Arcane Background(Psionics), with powers chosen from the Crazy list (pg 16 of the TLPG).
    • Major Psionic
    • 1 roll on the Crazy Psyche Degradation chart at each rank (including novice), to no additional benefit.
    • 1 Strain

    Additionally, the juicer adds "Psionics" to the list of Hero's Journey tables they may roll on.


    Basically it's a juicer and a crazy rolled into one, with the strain intended to be somewhat of a balancing factor, as it slightly negatively impacts Juicer Burn and Crazy Psionics in a nice and neat little package, and is representative of two mostly-incompatible technologies being used together.
    Lucretia Altara Cyber-Knight (appears human) Alt of Ember
    9/10 ISP
    Active effects:
    Armor powered (1 hour), psi-sword, psi-shield, cyber-armor active (indefinite)
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    Venatus Vinco
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    Re: Juicer Variants for Savage Rifts

    Post by Venatus Vinco »

    Lucretia,

    I like this approach!

    Using edges is quick, clean, simple. Very Savage. Balancing them with a hindrance or complication might be good too.

    For example, the Hyperion edge is a boost to pace and running die but adds a need to constantly eat.

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    Re: Juicer Variants for Savage Rifts

    Post by Jackal »

    I like that too. Now I've got to rethink it all. :)

    Thanks for input.
    Character
    Jackal

    Notes: Increased Action Upgrade (3) Additional Action (Like Split the Seconds), Quick Edge. Parry 9, 10 or 11. Toughness 24 (12) Often wears riot armor in combat but just for looks and it doesn’t add to his Toughness. Otherwise, wears an armored suit & tie, or jeans and t shirts.

    The 7th SET

    • Chok'lat
    - Cyberred up Brodkil Tank
    • Strider
    - Sea Titan, MARS Scholar
    • Growler
    - Best Boy Dogboy Nega-Psychic
    • Jarvis Ursus
    - Kittani PA Jock
    • Jonns Mythe
    - Quickflex MARS Gunslinger
    • Rib
    - Trimadore MARS Vagabond Martial Arts & Technical Specialist
    • Kriza
    - What? A Human?! MARS Psi-Druid
    • Jackal
    - Oh, whew, another Human...or is it? AI Pilot
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    Re: Juicer Variants for Savage Rifts

    Post by Venatus Vinco »

    Fell,

    The work you did is good, most of what you have can be carved into iconic edges pretty quickly.

    One thing that got out of hand in Palladium Rifts is the need to make an OCC for everything. I would hate to see that tendency creep into Savage Rifts by creating a plethora of iconic frameworks. If everything is iconic than nothing is. Special edges can add a ton of flavour without creating new frameworks...a very cool aspect of the system.

    VV
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    Re: Juicer Variants for Savage Rifts

    Post by Sayeen Gabbersleaf »

    taking what Lucretia suggested to heart.

    Here are some thoughts on the edges.



    Hyperion Juicer:
    Requirements: Novice, Juicer,
    Background edge
    Benifits:
    -Increase speed to x3 pace
    -Gains uncanny reflexes, and quick all the time
    Complication
    -Habbit Food ( Major)

    Improved Uncanny Reflexes:
    Requirements: Seasoned, Hyperion Juicer
    +2 to uncanny Reflexes


    Titan Juicer:

    Requirements: Novice, Juicer, Background edge
    Benefits:
    -Size +2 ( This comes with a +2 to toughness)
    -Punches are considered MD and when calculating damage STR is treated as two die types higher. ( I got this idea from Dead lands hell on earth one of the kung fu styles lets you treat your str two die types higher for damage)
    Complications:
    -Last Call
    -Stuff aint built for me ( seemed like it would fit)

    Phaeton Juicer:
    Requirements: Novice, Juicer, Background edge
    Benefits:
    -Ace
    -Combat Ace
    -One with the machine- only the vehicle portion of telemechanics, no telepathy required.
    Complications:
    -1 die type STR
    -1 vigor die type
    Last edited by Sayeen Gabbersleaf on Wed Feb 15, 2017 9:00 pm, edited 1 time in total.
    Sayeen Gabbersleaf
    ISP :30/2
    Active Psionic Powers: None
      Pace: 7/7; Parry: 8 ,; Toughness: 13/13(6); Notice D8, Stealth D6,
      Worn Armor:
      • Cyber Knight medium armor(TW): +6Armor, +1 toughness
      • Cyber Armor: +2 toughness
      Weapon in Hand: Psychic Maul: 1d4 +3d10 AP 8
      Combat Abilities
      • improved dodge: -2 ranged attack, +2 to evade area affect attacks when appropriate
      • Cyberkenetic Combat: -2 to hit if attack is purely technology based
      • Champion: +2 damage & toughness vs supernatural evil
      • Giant Killer: +1d6 damage vs creatures size 3 and larger
      OOC Comments
      Bennies:2 Spent:2
      -reroll to avoid brain burn
      -reroll fighting attck vs beasty in power plant
      +1 for group posting quickly
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      Re: Juicer Variants for Savage Rifts

      Post by Sayeen Gabbersleaf »

      Mega Juicer:
      Requirements: Novice, Juicer
      Hardy Monstrous ability
      +2 toughness
      Burnout complication- 3d10 plasma damage med burst template(counts as sunlight for vampires) upon blaze of glory, or end of next action when at 0 burn.
      Unable to detox
      Kill on sight (minor) at 1-3 burn it is widely known the mega juicer is about to go nova. Most folks will put them down (or attempt to) at that point.

      Delphi Juicer

      Requirments: Novice, juicer
      Benefits:
      -AB: Psionics pick from the crazy list
      -PAS Helment: Major psionics ( requires the PAS helmet)
      Complication:
      Psychic flashes, plaugued by horrible and random psychic flashes ( minor)
      Habit Major PAS Helmet.


      CS Psycho-stalker juicer

      Requirements: Novice, Psi-stalker, juicer
      Benefits:
      -Exalted Armor at will as a standard action using smarts as the roll
      Complication:
      -Exalted armor Complication- until fed -2 to smarts rolls
      -strain of 1 due to bomb implant 3d10+4 ( no armor against it), 1 less point of burn

      Dragon Juicer
      Requirements: Novice, Juicer
      Benefits:
      -Alertness
      -Exalted Darksight at will using smarts to activate.
      -Dragon skin armor 6 MDC +2 toughness
      Complications
      -1 roll on the crazy insanity table, with a dragon related trapping, i.e Bloodthirdty would only be towards dragon kind.
      -Enemy( Major-) Dragons- Most dragons will want to kill you.
      Sayeen Gabbersleaf
      ISP :30/2
      Active Psionic Powers: None
        Pace: 7/7; Parry: 8 ,; Toughness: 13/13(6); Notice D8, Stealth D6,
        Worn Armor:
        • Cyber Knight medium armor(TW): +6Armor, +1 toughness
        • Cyber Armor: +2 toughness
        Weapon in Hand: Psychic Maul: 1d4 +3d10 AP 8
        Combat Abilities
        • improved dodge: -2 ranged attack, +2 to evade area affect attacks when appropriate
        • Cyberkenetic Combat: -2 to hit if attack is purely technology based
        • Champion: +2 damage & toughness vs supernatural evil
        • Giant Killer: +1d6 damage vs creatures size 3 and larger
        OOC Comments
        Bennies:2 Spent:2
        -reroll to avoid brain burn
        -reroll fighting attck vs beasty in power plant
        +1 for group posting quickly
        Adventure deck cards: Cutting in Line: 3 initiative cards
        Accounts: Sayeen (primary), Iron Tick (secondary)
        Beowulf85
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        Re: Juicer Variants for Savage Rifts

        Post by Beowulf85 »

        I have to agree that the Juicers in the Juicer Uprising book didn't really stand apart from each other in much other than flavor text, but I don't think adding psionics across the board is the way to go.

        You do have a good selection of what had the potential to be the most unique juicers in the book though. I think Dragon Juicers could be more interesting by giving them specific edges and hindrances depending on the powers of what kind of dragon they are taking blood from, and allowing them to store the blood from up to three dragons at a time. Then, at the cost of a burn dice one could either get all of the bonuses and hindrances from the three bloods or eliminate the hindrances from one blood. Two burn dice would combine the effects and make you diefic among juicers, but also severely shorten your life span and have the special hindrance of allowing dragons to scent you out within 100 km for the next six months. For that time period dragons would either be able to easily avoid the juicer, preventing him from harvesting more blood, or be able to find a way to eliminate him, even going so far as to work with other creatures in order to take the juicer out.

        Theoretically you could do it in a one page lay out like is done for M.A.R.S., with a few different options for the effects of dragon's blood. Likewise there could be a difference between young and adult dragon's blood. That all might be too much work though...

        I just remembered, here is a spreadsheet I put together while bored and trying to look productive at work last year. It has a categorical comparison of all dragons, juicers, mutant animals, and various kinds of knights breaking down how their bonuses differ from each other. I was going to do an extensive RCC comparison but never got around to it (hence the blank tab with nothing but RCCs listed). I've used these stats for creating level 5 NPCs and pre-generated characters for new players.

        One note about it, in my Palladium games during character creation and leveling I always have my players re-roll 1s and 2s, even on d4s. I hate seeing weak characters because of bad rolls, thus this sheet reflects those reroll statistics. However, that shouldn't make any difference when translating the feel of an iconic framework. The different bonuses are still starkly represented by the numbers and the different powers and attributes are all summarized.

        Second note about it, all the stats are for level 5 characters as all of my pre-gens were level 5 and I start my players at level 5. Again, should make no difference when it comes to translating the feel of the characters, and may even help when it comes to making differences between races stand out.

        Palladium RCC/OCC Comparison Spreadsheet

        If you have any questions about it let me know, but I think it's fairly self explanatory. The attributes listed are, on average, how much higher (or lower) they would be assuming re rolls of 1s and 2s. The HP/SDC/MDC are the average of how much they would have by level 5 assuming re rolls of 1s and 2s. Combat bonuses and saving throws are calculations of what they would get from that OCC by level 5, and the skills are the number of skills of that type they would have by level 5.

        If you use this it should simplify your conversions, as at a glance you'll be able to see the strengths, weaknesses, and unique abilities of each type of juicer directly compared to other juicers.
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        Re: Juicer Variants for Savage Rifts

        Post by Sayeen Gabbersleaf »

        The above edges I posted are pretty much based on the flavor text presented for the juicer OCCs in the juicer uprising.
        Sayeen Gabbersleaf
        ISP :30/2
        Active Psionic Powers: None
          Pace: 7/7; Parry: 8 ,; Toughness: 13/13(6); Notice D8, Stealth D6,
          Worn Armor:
          • Cyber Knight medium armor(TW): +6Armor, +1 toughness
          • Cyber Armor: +2 toughness
          Weapon in Hand: Psychic Maul: 1d4 +3d10 AP 8
          Combat Abilities
          • improved dodge: -2 ranged attack, +2 to evade area affect attacks when appropriate
          • Cyberkenetic Combat: -2 to hit if attack is purely technology based
          • Champion: +2 damage & toughness vs supernatural evil
          • Giant Killer: +1d6 damage vs creatures size 3 and larger
          OOC Comments
          Bennies:2 Spent:2
          -reroll to avoid brain burn
          -reroll fighting attck vs beasty in power plant
          +1 for group posting quickly
          Adventure deck cards: Cutting in Line: 3 initiative cards
          Accounts: Sayeen (primary), Iron Tick (secondary)
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          Re: Juicer Variants for Savage Rifts

          Post by Jackal »

          You are all awesome. I'm updating a "final product" into the First Post of this thread.

          Still welcome in put and thoughts.
          Character
          Jackal

          Notes: Increased Action Upgrade (3) Additional Action (Like Split the Seconds), Quick Edge. Parry 9, 10 or 11. Toughness 24 (12) Often wears riot armor in combat but just for looks and it doesn’t add to his Toughness. Otherwise, wears an armored suit & tie, or jeans and t shirts.

          The 7th SET

          • Chok'lat
          - Cyberred up Brodkil Tank
          • Strider
          - Sea Titan, MARS Scholar
          • Growler
          - Best Boy Dogboy Nega-Psychic
          • Jarvis Ursus
          - Kittani PA Jock
          • Jonns Mythe
          - Quickflex MARS Gunslinger
          • Rib
          - Trimadore MARS Vagabond Martial Arts & Technical Specialist
          • Kriza
          - What? A Human?! MARS Psi-Druid
          • Jackal
          - Oh, whew, another Human...or is it? AI Pilot
          • Roy
          - True Atlantian Shifter
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          Sayeen Gabbersleaf
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          Re: Juicer Variants for Savage Rifts

          Post by Sayeen Gabbersleaf »

          Just a few comments:

          Extra beefy
          -should probably have brawny listed as a requirement.
          - what do you think load limit to x12, and +1 size, instead of vigor increase?

          Delphi Juicer
          - If the helment cannot be removed, I am not sure making it a habit major is worth a disadvantage.
          - What about instead having it cost a point of strain, reducing the burn by 1?
          Sayeen Gabbersleaf
          ISP :30/2
          Active Psionic Powers: None
            Pace: 7/7; Parry: 8 ,; Toughness: 13/13(6); Notice D8, Stealth D6,
            Worn Armor:
            • Cyber Knight medium armor(TW): +6Armor, +1 toughness
            • Cyber Armor: +2 toughness
            Weapon in Hand: Psychic Maul: 1d4 +3d10 AP 8
            Combat Abilities
            • improved dodge: -2 ranged attack, +2 to evade area affect attacks when appropriate
            • Cyberkenetic Combat: -2 to hit if attack is purely technology based
            • Champion: +2 damage & toughness vs supernatural evil
            • Giant Killer: +1d6 damage vs creatures size 3 and larger
            OOC Comments
            Bennies:2 Spent:2
            -reroll to avoid brain burn
            -reroll fighting attck vs beasty in power plant
            +1 for group posting quickly
            Adventure deck cards: Cutting in Line: 3 initiative cards
            Accounts: Sayeen (primary), Iron Tick (secondary)
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            Re: Juicer Variants for Savage Rifts

            Post by Venatus Vinco »

            Sayeen Gabbersleaf wrote: Extra beefy
            -should probably have brawny listed as a requirement.
            - what do you think load limit to x12, and +1 size, instead of vigor increase?
            I like these kind of bonuses rather than attribute die increases.
            Delphi Juicer
            - If the helment cannot be removed, I am not sure making it a habit major is worth a disadvantage.
            - What about instead having it cost a point of strain, reducing the burn by 1?
            Strain is a good approach, I think. Making the PAS helmet worth 1 or 2 points of strain - with the requisite effect on the juicer's psionic abilities is a natural balance.

            VV
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            Re: Juicer Variants for Savage Rifts

            Post by Jackal »

            Sounds good. Will update. After work. :)

            Not done yet. In my head I thought Brawy Edge Req. & Standard Juicer starts with it.

            Oh and +1 to size cool for Titan. I had Mega in there too but wasn't thinking about having them be bigger. Either I add +1 size which effects both kinds of Juicers or I remove Mega from being able to take? I liked the idea of having "Seasoned" I.E. for each type of Juicer....

            Had some more IE for Dragon etc but work suddenly got crazy.

            Pardon my grammar in this post. Will fix later.
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            Sayeen Gabbersleaf
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            Re: Juicer Variants for Savage Rifts

            Post by Sayeen Gabbersleaf »

            For the delphi juicer if strain is too much of a penalty, minus to amount of burn and psionic skill rolls, which I could see as being too much. I would also conscier the follow complication.
            PAS Helment surgaclly attached,
            -kn:cybernetics -2 to remove,
            AB:psionics suffers,from brain burn and technical difficulties on a roll of a 1 for psionics skill roll.

            If that is not enough you could put in, -4 to target PAS, on a hit roll technical dificulties.
            Sayeen Gabbersleaf
            ISP :30/2
            Active Psionic Powers: None
              Pace: 7/7; Parry: 8 ,; Toughness: 13/13(6); Notice D8, Stealth D6,
              Worn Armor:
              • Cyber Knight medium armor(TW): +6Armor, +1 toughness
              • Cyber Armor: +2 toughness
              Weapon in Hand: Psychic Maul: 1d4 +3d10 AP 8
              Combat Abilities
              • improved dodge: -2 ranged attack, +2 to evade area affect attacks when appropriate
              • Cyberkenetic Combat: -2 to hit if attack is purely technology based
              • Champion: +2 damage & toughness vs supernatural evil
              • Giant Killer: +1d6 damage vs creatures size 3 and larger
              OOC Comments
              Bennies:2 Spent:2
              -reroll to avoid brain burn
              -reroll fighting attck vs beasty in power plant
              +1 for group posting quickly
              Adventure deck cards: Cutting in Line: 3 initiative cards
              Accounts: Sayeen (primary), Iron Tick (secondary)
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              Jackal
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              Re: Juicer Variants for Savage Rifts

              Post by Jackal »

              Sayeen Gabbersleaf wrote:For the delphi juicer if strain is too much of a penalty, minus to amount of burn and psionic skill rolls, which I could see as being too much. I would also conscier the follow complication.
              PAS Helment surgaclly attached,
              -kn:cybernetics -2 to remove,
              AB:psionics suffers,from brain burn and technical difficulties on a roll of a 1 for psionics skill roll.

              If that is not enough you could put in, -4 to target PAS, on a hit roll technical dificulties.

              What do you think of this?:



              Delphi Juicer
              Requirements
              • Novice
              • Juicer
              • Background Edge
              Benefits
              • Arcane Background: Psionics, pick from the Crazie list
              • PAS Helment: Major psionics (requires the PAS helmet)
              • PAS Helmet provides Rapid Recharge Edge
              • -4 to target PAS, on a hit roll Technical Difficulties.
              Complication
              • Psychic flashes, plagued by horrible and random psychic flashes (minor)
              • The surgically attached Psychic Amplification System (PAS) helmet provides the Delphi Juicer with his or her powers and abilities
              • Helmet can not be removed
              • PAS helmet causes 1 points of Strain - with the requisite effect on the Juicer's Psionic abilities
              • Knowledge: Cybernetics -2 to remove, Arcane Background (Psionics) suffers from Brain Burn and Technical Difficulties on a Roll of a 1 for Psionics skill roll.


              Personal Side Note: I hate this class lol



              ALSO

              if Hyperion has: Improved Uncanny Reflexes

              Titan has: Extra Beefy

              What about the others?
              I have ideas on Dragon juicer IC add ons.

              Phaeton IC Edge @ Seasoned
              Mega IC Edge @ Seasoned
              Delphi @ S
              etc
              Character
              Jackal

              Notes: Increased Action Upgrade (3) Additional Action (Like Split the Seconds), Quick Edge. Parry 9, 10 or 11. Toughness 24 (12) Often wears riot armor in combat but just for looks and it doesn’t add to his Toughness. Otherwise, wears an armored suit & tie, or jeans and t shirts.

              The 7th SET

              • Chok'lat
              - Cyberred up Brodkil Tank
              • Strider
              - Sea Titan, MARS Scholar
              • Growler
              - Best Boy Dogboy Nega-Psychic
              • Jarvis Ursus
              - Kittani PA Jock
              • Jonns Mythe
              - Quickflex MARS Gunslinger
              • Rib
              - Trimadore MARS Vagabond Martial Arts & Technical Specialist
              • Kriza
              - What? A Human?! MARS Psi-Druid
              • Jackal
              - Oh, whew, another Human...or is it? AI Pilot
              • Roy
              - True Atlantian Shifter
              User avatar
              Sayeen Gabbersleaf
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              Re: Juicer Variants for Savage Rifts

              Post by Sayeen Gabbersleaf »

              Just a thought on the Mega Juicer.

              What if we went with the following intial benifits
              • +2 when attempting to recover from being Shaken.
              • do not suffer additional damage from called shots.
              • Wild Cards never suffer from Wound Modifiers.
              • do not suffer from disease or poison

              We just retrap construct to fit the MEGA juicer.

              Then seasoned edge:
              Mister Mega:
              -Gain the hardy monstrous ability.

              Or do it in reverse, construct just seems really powerful, so I thought it would be better balanced by some of the complications we had come up with. When I read thd construct benifits, I was like wow, and that is how you make the ultimate juicer.

              On the delphi I would not include strain from the helmet, but I would include Habit PAS major. If the PAS helmet gets dystroyed they are so dependant on it for their combat abilities that without it they suffer negatives.

              Juiced Mind
              - chose one power automatically get the raise effect on a success.
              Sayeen Gabbersleaf
              ISP :30/2
              Active Psionic Powers: None
                Pace: 7/7; Parry: 8 ,; Toughness: 13/13(6); Notice D8, Stealth D6,
                Worn Armor:
                • Cyber Knight medium armor(TW): +6Armor, +1 toughness
                • Cyber Armor: +2 toughness
                Weapon in Hand: Psychic Maul: 1d4 +3d10 AP 8
                Combat Abilities
                • improved dodge: -2 ranged attack, +2 to evade area affect attacks when appropriate
                • Cyberkenetic Combat: -2 to hit if attack is purely technology based
                • Champion: +2 damage & toughness vs supernatural evil
                • Giant Killer: +1d6 damage vs creatures size 3 and larger
                OOC Comments
                Bennies:2 Spent:2
                -reroll to avoid brain burn
                -reroll fighting attck vs beasty in power plant
                +1 for group posting quickly
                Adventure deck cards: Cutting in Line: 3 initiative cards
                Accounts: Sayeen (primary), Iron Tick (secondary)
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                Sayeen Gabbersleaf
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                Re: Juicer Variants for Savage Rifts

                Post by Sayeen Gabbersleaf »

                Phaton Juicer edge:
                Trademark vechicle:
                Requirements: Driving, Piloting, boating d10
                Gain an aditional non-movement action with a specific vehicle. Thus action can be a repeat action.

                If this is too strong the benifit could be +1 to all trait rolls while piloting the vechicle.
                Part of me wants to keep it with extra action, because I want to see a phaeton juicer with split the seconds, combat ace, and burn faster. That would be 8 actions, 2 piloting checks, and 2 movements per turn. That just sounds epic.

                Oh it occured to me that we also forgot to give them a vechicle,start with...
                Sayeen Gabbersleaf
                ISP :30/2
                Active Psionic Powers: None
                  Pace: 7/7; Parry: 8 ,; Toughness: 13/13(6); Notice D8, Stealth D6,
                  Worn Armor:
                  • Cyber Knight medium armor(TW): +6Armor, +1 toughness
                  • Cyber Armor: +2 toughness
                  Weapon in Hand: Psychic Maul: 1d4 +3d10 AP 8
                  Combat Abilities
                  • improved dodge: -2 ranged attack, +2 to evade area affect attacks when appropriate
                  • Cyberkenetic Combat: -2 to hit if attack is purely technology based
                  • Champion: +2 damage & toughness vs supernatural evil
                  • Giant Killer: +1d6 damage vs creatures size 3 and larger
                  OOC Comments
                  Bennies:2 Spent:2
                  -reroll to avoid brain burn
                  -reroll fighting attck vs beasty in power plant
                  +1 for group posting quickly
                  Adventure deck cards: Cutting in Line: 3 initiative cards
                  Accounts: Sayeen (primary), Iron Tick (secondary)
                  User avatar
                  Sayeen Gabbersleaf
                  Posts: 218
                  Joined: Sat Sep 24, 2016 10:20 pm

                  Re: Juicer Variants for Savage Rifts

                  Post by Sayeen Gabbersleaf »

                  Phaeton Juicer
                  Requirements
                  Novice
                  Juicer
                  Background edge
                  Benefits
                  Ace
                  Combat Ace
                  vehicle of choice, typically a hover cycle, or motorcycle
                  Complications
                  -1 die type STR
                  -1 vigor die type

                  One with the machine
                  Req: Seasoned, Phaeton
                  Telemechanics benifits for vechicles only. Telepathy not required.

                  Trademark Vehicle
                  Req: driving, piloting, boating d10, phaeton juicer, heroic
                  Gain extra non-mlvement action with vechicle of choice.


                  Mega Juicer
                  Requirements
                  Novice
                  Juicer
                  Background Edge
                  Benefits
                  Construct monsterous ability
                  Complication
                  Burnout, 3d10 plasma damage the size of a medium burst template surrounds the Mega Juicer (counts as sunlight for vampires) upon Blaze of Glory, or end of next action when at 0 burn
                  Unable to detox
                  Kill on sight (minor) at 1-3 burn, it is widely known the Mega Juicer is about to go nova. Most folks will put them down (or attempt to) at that point. At 3 Burn left the Mega Juicer emits a fiery glowing from their eyes.

                  Mister Mega
                  Requirments: seasoned, Mega juicer
                  Gain hardy monsterous ability
                  Sayeen Gabbersleaf
                  ISP :30/2
                  Active Psionic Powers: None
                    Pace: 7/7; Parry: 8 ,; Toughness: 13/13(6); Notice D8, Stealth D6,
                    Worn Armor:
                    • Cyber Knight medium armor(TW): +6Armor, +1 toughness
                    • Cyber Armor: +2 toughness
                    Weapon in Hand: Psychic Maul: 1d4 +3d10 AP 8
                    Combat Abilities
                    • improved dodge: -2 ranged attack, +2 to evade area affect attacks when appropriate
                    • Cyberkenetic Combat: -2 to hit if attack is purely technology based
                    • Champion: +2 damage & toughness vs supernatural evil
                    • Giant Killer: +1d6 damage vs creatures size 3 and larger
                    OOC Comments
                    Bennies:2 Spent:2
                    -reroll to avoid brain burn
                    -reroll fighting attck vs beasty in power plant
                    +1 for group posting quickly
                    Adventure deck cards: Cutting in Line: 3 initiative cards
                    Accounts: Sayeen (primary), Iron Tick (secondary)
                    User avatar
                    Sayeen Gabbersleaf
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                    Joined: Sat Sep 24, 2016 10:20 pm

                    Re: Juicer Variants for Savage Rifts

                    Post by Sayeen Gabbersleaf »

                    I also noticed there is a toned down version of contruct in the savage rifts build-a-race section. If the monsterous ability of construct is too much for a mega juicer maybe the racial one would be a better fit... Although some of the benifits might need to be dropped and the ability would need to be re-trapped:

                    Racial construct:
                    Construct (1): Constructs are robots or beings made of inorganic material. They receive +2 to recover from being Shaken, ignore one level of wound modifiers, don't breathe, and are immune to disease and poison. They cannot heal naturally but must be Repaired (and ignore the “Golden Hour”). Most Constructs have the Dependency Negative Racial Ability as well (for power).
                    Sayeen Gabbersleaf
                    ISP :30/2
                    Active Psionic Powers: None
                      Pace: 7/7; Parry: 8 ,; Toughness: 13/13(6); Notice D8, Stealth D6,
                      Worn Armor:
                      • Cyber Knight medium armor(TW): +6Armor, +1 toughness
                      • Cyber Armor: +2 toughness
                      Weapon in Hand: Psychic Maul: 1d4 +3d10 AP 8
                      Combat Abilities
                      • improved dodge: -2 ranged attack, +2 to evade area affect attacks when appropriate
                      • Cyberkenetic Combat: -2 to hit if attack is purely technology based
                      • Champion: +2 damage & toughness vs supernatural evil
                      • Giant Killer: +1d6 damage vs creatures size 3 and larger
                      OOC Comments
                      Bennies:2 Spent:2
                      -reroll to avoid brain burn
                      -reroll fighting attck vs beasty in power plant
                      +1 for group posting quickly
                      Adventure deck cards: Cutting in Line: 3 initiative cards
                      Accounts: Sayeen (primary), Iron Tick (secondary)
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                      Re: Juicer Variants for Savage Rifts

                      Post by Jackal »

                      Still toying with this. Haven't forgot it. Reading what you say :)

                      Update Original Post today. Will work on more later.

                      Did Savage Worlds already make a CS Juicer? Going to have to look for it.
                      Character
                      Jackal

                      Notes: Increased Action Upgrade (3) Additional Action (Like Split the Seconds), Quick Edge. Parry 9, 10 or 11. Toughness 24 (12) Often wears riot armor in combat but just for looks and it doesn’t add to his Toughness. Otherwise, wears an armored suit & tie, or jeans and t shirts.

                      The 7th SET

                      • Chok'lat
                      - Cyberred up Brodkil Tank
                      • Strider
                      - Sea Titan, MARS Scholar
                      • Growler
                      - Best Boy Dogboy Nega-Psychic
                      • Jarvis Ursus
                      - Kittani PA Jock
                      • Jonns Mythe
                      - Quickflex MARS Gunslinger
                      • Rib
                      - Trimadore MARS Vagabond Martial Arts & Technical Specialist
                      • Kriza
                      - What? A Human?! MARS Psi-Druid
                      • Jackal
                      - Oh, whew, another Human...or is it? AI Pilot
                      • Roy
                      - True Atlantian Shifter
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                      High Command
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                      Re: Juicer Variants for Savage Rifts

                      Post by High Command »

                      a CS Juicer is just a CS soldier made a juicer; only difference is gear, and the cranial bomb.
                      Tales of the 17th SOG
                      "In so far as you are concerned, I am the right arm of High Command itself. You are my Fist, be ready to strike at any moment." Major Killian Gregor, 3rd SOG Battalion, CSSD, Chi-Town.
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                      Re: Juicer Variants for Savage Rifts

                      Post by Merlaggon »

                      High Command wrote:a CS Juicer is just a CS soldier made a juicer; only difference is gear, and the cranial bomb.
                      Cranial bombs for EVERYONE!!!
                      Merlaggon
                      Alternate Characters: Hans Greuber, Growler

                      Bennies: 0/3
                      • [*]Base Amount
                        -2 due Reroll on Hungry Helpers
                        -1 due Extra Effort on Armor Power
                      ISP :20 / 10
                      PPE :38 /20
                      Active Psionic Powers: None
                      Active Magic Powers: Armor (+4 Armor due Raise, -1 to be hit by Ranged Weapons)
                      Combat Edges: Quick (Shapeshifter's Claw)

                      Pace: 6 (Fly 12); Parry: 8
                      Toughness: Dragon Form - 47 (24) 43(20); Size +8
                      Toughness: Human Form - 15(6); Size 0
                      Notice: D6
                      Default Form: Dragon
                      OOC Comments
                      Adventure Cards:
                      [list][*]Enemy (Patron) - "Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”[/list]

                      Worn Armor (Human): CA-1 Heavy Deadboy Armor
                      Weapon in Hand (Human): None
                      Weapons Carried: Wilk's 227 Pulse Laser Pistol, Chain Greatsword, TW Light Missile Launcher, TW Heavy Railgun (0/120 Shots)

                      http://savagerifts.com/sr/viewtopic.php?f=20&t=69
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                      Re: Juicer Variants for Savage Rifts

                      Post by Jackal »

                      High Command wrote:a CS Juicer is just a CS soldier made a juicer; only difference is gear, and the cranial bomb.
                      That's easiest. For sure. In PB they have cybernetic hand / armor etc - but ^ seems good.
                      Character
                      Jackal

                      Notes: Increased Action Upgrade (3) Additional Action (Like Split the Seconds), Quick Edge. Parry 9, 10 or 11. Toughness 24 (12) Often wears riot armor in combat but just for looks and it doesn’t add to his Toughness. Otherwise, wears an armored suit & tie, or jeans and t shirts.

                      The 7th SET

                      • Chok'lat
                      - Cyberred up Brodkil Tank
                      • Strider
                      - Sea Titan, MARS Scholar
                      • Growler
                      - Best Boy Dogboy Nega-Psychic
                      • Jarvis Ursus
                      - Kittani PA Jock
                      • Jonns Mythe
                      - Quickflex MARS Gunslinger
                      • Rib
                      - Trimadore MARS Vagabond Martial Arts & Technical Specialist
                      • Kriza
                      - What? A Human?! MARS Psi-Druid
                      • Jackal
                      - Oh, whew, another Human...or is it? AI Pilot
                      • Roy
                      - True Atlantian Shifter
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                      Sayeen Gabbersleaf
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                      Re: Juicer Variants for Savage Rifts

                      Post by Sayeen Gabbersleaf »

                      It would be interesting to give the CS juicer a pump pistol built into their hand without costing strain to account for their Vow to service the CS major hindrence. Maybe just hand wave the cranial bomb to be part of the major vow, like if you go renagade the CS will blow your head off... Could do the same for the CS psicho stalker as well.

                      If you do want to play a renagade replace the Major Vow of service with a wanted major by CS, and just hand wave that you got the cranial bomb taken out successfully.
                      Sayeen Gabbersleaf
                      ISP :30/2
                      Active Psionic Powers: None
                        Pace: 7/7; Parry: 8 ,; Toughness: 13/13(6); Notice D8, Stealth D6,
                        Worn Armor:
                        • Cyber Knight medium armor(TW): +6Armor, +1 toughness
                        • Cyber Armor: +2 toughness
                        Weapon in Hand: Psychic Maul: 1d4 +3d10 AP 8
                        Combat Abilities
                        • improved dodge: -2 ranged attack, +2 to evade area affect attacks when appropriate
                        • Cyberkenetic Combat: -2 to hit if attack is purely technology based
                        • Champion: +2 damage & toughness vs supernatural evil
                        • Giant Killer: +1d6 damage vs creatures size 3 and larger
                        OOC Comments
                        Bennies:2 Spent:2
                        -reroll to avoid brain burn
                        -reroll fighting attck vs beasty in power plant
                        +1 for group posting quickly
                        Adventure deck cards: Cutting in Line: 3 initiative cards
                        Accounts: Sayeen (primary), Iron Tick (secondary)
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                        Venatus Vinco
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                        Re: Juicer Variants for Savage Rifts

                        Post by Venatus Vinco »

                        Hey everyone,

                        Proof of concept time. Since everyone loves making characters why not try making a few variant juicers and see how they stack up?

                        VV
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                        Re: Juicer Variants for Savage Rifts

                        Post by Sayeen Gabbersleaf »

                        It is looking great so far Fell, I would reccomend the following for the CS Juicer and Psycho-Juicer

                        CS Juicer
                        Requirments: Novice, Juicer
                        Benefits:
                        -Concealed Pump Pistol built into hand
                        Complication-
                        Vow Major Serve CS: This includes if you disobey they will blow your head off via a cranial bomb which can be removed kn:Cybernetics -2. If removed Vow major becomes Wanted Major by CS.

                        Integrated Armor
                        Requirments: Seasoned. CS juicer
                        Benifits: +2 toughness

                        Psycho-stalker juicer
                        Requirements: Novice, Psi-stalker, juicer
                        Benifits:
                        -Exalted Armor at will as a standard action using smarts as the roll
                        Complication
                        - After the duration of the exalted armor power, the juicer is until -2 to smarts rolls until it feeds on PPE
                        -Major Vow CS service: If the juicer goes renegade the CS will blow your head off. -2 Kn: Cybernetics roll to remove, replace Major Vow with Wanted Major by CS.

                        Super Psycho:
                        Requirements: Seasoned, Psycho-stalker
                        Benefits:
                        -Exalted Armor is now a free action
                        (( I was thinking a new power from the crazy list use smarts roll, balanced by a roll on the crazy insanity table could be cool as well))

                        For the Mega Juicer I think it is almost there...
                        Mega Juicer
                        Requirements
                        Novice
                        Juicer
                        Background Edge

                        Benefits
                        ignore 1 point of wound penalty
                        no additional damage from called shots.
                        +2 to be unshaken

                        Complication
                        Burnout, 3d10 plasma damage the size of a medium burst template surrounds the Mega Juicer (counts as sunlight for vampires) upon Blaze of Glory, or end of next action when at 0 burn
                        Unable to detox
                        Kill on sight (minor) at 1-3 burn, it is widely known the Mega Juicer is about to go nova. Most folks will put them down (or attempt to) at that point. At 3 Burn left the Mega Juicer emits a fiery glowing from their eyes.
                        Last edited by Sayeen Gabbersleaf on Mon Feb 20, 2017 12:31 pm, edited 1 time in total.
                        Sayeen Gabbersleaf
                        ISP :30/2
                        Active Psionic Powers: None
                          Pace: 7/7; Parry: 8 ,; Toughness: 13/13(6); Notice D8, Stealth D6,
                          Worn Armor:
                          • Cyber Knight medium armor(TW): +6Armor, +1 toughness
                          • Cyber Armor: +2 toughness
                          Weapon in Hand: Psychic Maul: 1d4 +3d10 AP 8
                          Combat Abilities
                          • improved dodge: -2 ranged attack, +2 to evade area affect attacks when appropriate
                          • Cyberkenetic Combat: -2 to hit if attack is purely technology based
                          • Champion: +2 damage & toughness vs supernatural evil
                          • Giant Killer: +1d6 damage vs creatures size 3 and larger
                          OOC Comments
                          Bennies:2 Spent:2
                          -reroll to avoid brain burn
                          -reroll fighting attck vs beasty in power plant
                          +1 for group posting quickly
                          Adventure deck cards: Cutting in Line: 3 initiative cards
                          Accounts: Sayeen (primary), Iron Tick (secondary)
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                          Jackal
                          Daniel (Lars)
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                          Re: Juicer Variants for Savage Rifts

                          Post by Jackal »

                          Yes. Please. Build some practice characters in this thread. Once I get 1 more Edge for Psycho-Stalker, do CS Juicer and fin the Dragon Juicer, I will also make a variant character.

                          Oh. And lol. I've been busy typing up a Iconic Framework for Temporal Mages. Once I fin the Juicers I'll post it up. Trying to "mimic" the creation method SW used to do Shifter.
                          Character
                          Jackal

                          Notes: Increased Action Upgrade (3) Additional Action (Like Split the Seconds), Quick Edge. Parry 9, 10 or 11. Toughness 24 (12) Often wears riot armor in combat but just for looks and it doesn’t add to his Toughness. Otherwise, wears an armored suit & tie, or jeans and t shirts.

                          The 7th SET

                          • Chok'lat
                          - Cyberred up Brodkil Tank
                          • Strider
                          - Sea Titan, MARS Scholar
                          • Growler
                          - Best Boy Dogboy Nega-Psychic
                          • Jarvis Ursus
                          - Kittani PA Jock
                          • Jonns Mythe
                          - Quickflex MARS Gunslinger
                          • Rib
                          - Trimadore MARS Vagabond Martial Arts & Technical Specialist
                          • Kriza
                          - What? A Human?! MARS Psi-Druid
                          • Jackal
                          - Oh, whew, another Human...or is it? AI Pilot
                          • Roy
                          - True Atlantian Shifter
                          User avatar
                          Sayeen Gabbersleaf
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                          Re: Juicer Variants for Savage Rifts

                          Post by Sayeen Gabbersleaf »

                          Sweet Fell, for the write up for temporal mages could you sort of explain the IF you started with, what abilities you traded out... Sort of how they did it for the shifter.

                          Oh I included an edge for the psycho juicer.
                          Sayeen Gabbersleaf
                          ISP :30/2
                          Active Psionic Powers: None
                            Pace: 7/7; Parry: 8 ,; Toughness: 13/13(6); Notice D8, Stealth D6,
                            Worn Armor:
                            • Cyber Knight medium armor(TW): +6Armor, +1 toughness
                            • Cyber Armor: +2 toughness
                            Weapon in Hand: Psychic Maul: 1d4 +3d10 AP 8
                            Combat Abilities
                            • improved dodge: -2 ranged attack, +2 to evade area affect attacks when appropriate
                            • Cyberkenetic Combat: -2 to hit if attack is purely technology based
                            • Champion: +2 damage & toughness vs supernatural evil
                            • Giant Killer: +1d6 damage vs creatures size 3 and larger
                            OOC Comments
                            Bennies:2 Spent:2
                            -reroll to avoid brain burn
                            -reroll fighting attck vs beasty in power plant
                            +1 for group posting quickly
                            Adventure deck cards: Cutting in Line: 3 initiative cards
                            Accounts: Sayeen (primary), Iron Tick (secondary)
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                            Venatus Vinco
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                            Re: Juicer Variants for Savage Rifts

                            Post by Venatus Vinco »

                            Fell,

                            Temporal Wizards would be cool.

                            I wonder if we could make a "Time" trapping. Something where powers have temporal effects in addition to their normal powers.

                            T-Dep: Offensive powers with this trapping force the target's timing to be a little off. Cost +1 power point to cast but on success the target is -1 to all agility based trait rolls, -2 on a raise. Beneficial powers give the character a half second head start on everyone else making them extremely deft. Cost +1 Power Point to cast, but on a success add +2 to Pace and on a raise increase Agility one die type for the duration of the power.

                            S-Dep: Causes things to shift slightly in and out of flux. Offensive powers make the target confused and disoriented. Cost +1 power point to cast but on success the target is -1 to all smarts based trait rolls, -2 on a raise.

                            just some ideas...needs some work but adding the dimensional/time flavour to the framework will be pretty important.

                            VV
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                            Re: Juicer Variants for Savage Rifts

                            Post by Jackal »

                            Thanks guys.

                            Biggest thing I see with Temporal is converting spells. Cross checking to see what already exists but just needs a new Trapping.

                            Some spells might be better as Iconic Edges. Most not. I need to read up on how they did Line Rifter Bag. If they are spells do you allow them to cast by non Temporals. Anyway, I will delve into that in a day or two. Right now I complied everything about them and my conversion notes into a doc.

                            Need to fin the Juicers first.
                            Character
                            Jackal

                            Notes: Increased Action Upgrade (3) Additional Action (Like Split the Seconds), Quick Edge. Parry 9, 10 or 11. Toughness 24 (12) Often wears riot armor in combat but just for looks and it doesn’t add to his Toughness. Otherwise, wears an armored suit & tie, or jeans and t shirts.

                            The 7th SET

                            • Chok'lat
                            - Cyberred up Brodkil Tank
                            • Strider
                            - Sea Titan, MARS Scholar
                            • Growler
                            - Best Boy Dogboy Nega-Psychic
                            • Jarvis Ursus
                            - Kittani PA Jock
                            • Jonns Mythe
                            - Quickflex MARS Gunslinger
                            • Rib
                            - Trimadore MARS Vagabond Martial Arts & Technical Specialist
                            • Kriza
                            - What? A Human?! MARS Psi-Druid
                            • Jackal
                            - Oh, whew, another Human...or is it? AI Pilot
                            • Roy
                            - True Atlantian Shifter
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                            Lucretia
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                            Re: Juicer Variants for Savage Rifts

                            Post by Lucretia »

                            Hmmm. Just a thought - as written a juicer could take multiple of these.
                            Delphi/Phaeton Juicer in a TK Flyer sniping with a P-Beam Cannon? Or maybe strafing with a TK Mini-gun. Or a pair of fireball launchers, because fireballs.

                            That 8 actions a round starts to look mighty nasty.
                            Lucretia Altara Cyber-Knight (appears human) Alt of Ember
                            9/10 ISP
                            Active effects:
                            Armor powered (1 hour), psi-sword, psi-shield, cyber-armor active (indefinite)
                            Sunlight pendant (30 minutes)
                            Bennies: 4/3
                            Parry: 10, -2 to be hit by technological weapons [13 with psi-shield]
                            Toughness: 15(6), +2 Toughness vs Supernatural evil [19(10) vs ranged with psi-shield]
                            Pace: 8, run d10
                            Weapon in hand: Martial Arts (1d6+1d4+2, never unarmed) or Psi-blade (1d6+3d10, AP 8 [4 if split])
                            Charisma: +2(mods: +2 if respect CK, -4 if recognized as Altara)
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                            Re: Juicer Variants for Savage Rifts

                            Post by Venatus Vinco »

                            Lucretia,

                            Good point. I'd say we can treat variants in a similar way to Breed Advantage for mutants. You can only select one, and maybe only at novice/creation.

                            That should limit things a little.

                            What do you think?

                            VV
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                            Re: Juicer Variants for Savage Rifts

                            Post by Jackal »

                            Okay good point. Need to add in a statement about only able to take one kind of Variant Style.
                            Character
                            Jackal

                            Notes: Increased Action Upgrade (3) Additional Action (Like Split the Seconds), Quick Edge. Parry 9, 10 or 11. Toughness 24 (12) Often wears riot armor in combat but just for looks and it doesn’t add to his Toughness. Otherwise, wears an armored suit & tie, or jeans and t shirts.

                            The 7th SET

                            • Chok'lat
                            - Cyberred up Brodkil Tank
                            • Strider
                            - Sea Titan, MARS Scholar
                            • Growler
                            - Best Boy Dogboy Nega-Psychic
                            • Jarvis Ursus
                            - Kittani PA Jock
                            • Jonns Mythe
                            - Quickflex MARS Gunslinger
                            • Rib
                            - Trimadore MARS Vagabond Martial Arts & Technical Specialist
                            • Kriza
                            - What? A Human?! MARS Psi-Druid
                            • Jackal
                            - Oh, whew, another Human...or is it? AI Pilot
                            • Roy
                            - True Atlantian Shifter
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                            Sayeen Gabbersleaf
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                            Re: Juicer Variants for Savage Rifts

                            Post by Sayeen Gabbersleaf »

                            Oh yeah I thought there was something about only be allowed to take 1 variant... Good point though we should make it explicit... Although a delphi/phaeton juicer would be legendary!!
                            Sayeen Gabbersleaf
                            ISP :30/2
                            Active Psionic Powers: None
                              Pace: 7/7; Parry: 8 ,; Toughness: 13/13(6); Notice D8, Stealth D6,
                              Worn Armor:
                              • Cyber Knight medium armor(TW): +6Armor, +1 toughness
                              • Cyber Armor: +2 toughness
                              Weapon in Hand: Psychic Maul: 1d4 +3d10 AP 8
                              Combat Abilities
                              • improved dodge: -2 ranged attack, +2 to evade area affect attacks when appropriate
                              • Cyberkenetic Combat: -2 to hit if attack is purely technology based
                              • Champion: +2 damage & toughness vs supernatural evil
                              • Giant Killer: +1d6 damage vs creatures size 3 and larger
                              OOC Comments
                              Bennies:2 Spent:2
                              -reroll to avoid brain burn
                              -reroll fighting attck vs beasty in power plant
                              +1 for group posting quickly
                              Adventure deck cards: Cutting in Line: 3 initiative cards
                              Accounts: Sayeen (primary), Iron Tick (secondary)
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                              Jackal
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                              Re: Juicer Variants for Savage Rifts

                              Post by Jackal »

                              Juicer Variant Iconic Edges: These Edges require a Character to have a specific Iconic Framework in order to take them. In this case these Edges can only be taken by Juicers at the time of Character Creation.


                              Added to top post.
                              Character
                              Jackal

                              Notes: Increased Action Upgrade (3) Additional Action (Like Split the Seconds), Quick Edge. Parry 9, 10 or 11. Toughness 24 (12) Often wears riot armor in combat but just for looks and it doesn’t add to his Toughness. Otherwise, wears an armored suit & tie, or jeans and t shirts.

                              The 7th SET

                              • Chok'lat
                              - Cyberred up Brodkil Tank
                              • Strider
                              - Sea Titan, MARS Scholar
                              • Growler
                              - Best Boy Dogboy Nega-Psychic
                              • Jarvis Ursus
                              - Kittani PA Jock
                              • Jonns Mythe
                              - Quickflex MARS Gunslinger
                              • Rib
                              - Trimadore MARS Vagabond Martial Arts & Technical Specialist
                              • Kriza
                              - What? A Human?! MARS Psi-Druid
                              • Jackal
                              - Oh, whew, another Human...or is it? AI Pilot
                              • Roy
                              - True Atlantian Shifter
                              User avatar
                              Lucretia
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                              Re: Juicer Variants for Savage Rifts

                              Post by Lucretia »

                              I'd say only at creation - it seems odd that a juicer could decide to become a variant later - especially because these are, as I understand it, variations on the conversion process. I think that's covered bu making them Background Edges, as those are supposed to require GM approval to be taken after creation.

                              As for the exclusivity, I'd just tag them as juicer variants and have a requirement entry of "May not already have a Juicer Variant edge" so something like:

                              Hyperion Juicer (Juicer Variant)
                              Requirements
                              • Novice
                              • Juicer
                              • Background Edge
                              • May not already have a Juicer Variant edge
                              Benifits
                              • Increase speed to x3 pace
                              • Gains Uncanny Reflexes, and Quick all the time
                              Complication
                              • Habbit: Food (Major)
                              EDIT: Very Ninja'd. Like a sloth trying to fight a Hyperion Juicer, I just can't keep up. :lol:
                              Lucretia Altara Cyber-Knight (appears human) Alt of Ember
                              9/10 ISP
                              Active effects:
                              Armor powered (1 hour), psi-sword, psi-shield, cyber-armor active (indefinite)
                              Sunlight pendant (30 minutes)
                              Bennies: 4/3
                              Parry: 10, -2 to be hit by technological weapons [13 with psi-shield]
                              Toughness: 15(6), +2 Toughness vs Supernatural evil [19(10) vs ranged with psi-shield]
                              Pace: 8, run d10
                              Weapon in hand: Martial Arts (1d6+1d4+2, never unarmed) or Psi-blade (1d6+3d10, AP 8 [4 if split])
                              Charisma: +2(mods: +2 if respect CK, -4 if recognized as Altara)
                              Other: Blind-ish: Notice auto fails for color, text, and flat images
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                              Daniel (Lars)
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                              Re: Juicer Variants for Savage Rifts

                              Post by Jackal »

                              Intigraged your (Juicer Variant). Good idea.


                              Just need to do the Dragon Juicer.
                              Last edited by Jackal on Mon Feb 20, 2017 4:56 pm, edited 1 time in total.
                              Character
                              Jackal

                              Notes: Increased Action Upgrade (3) Additional Action (Like Split the Seconds), Quick Edge. Parry 9, 10 or 11. Toughness 24 (12) Often wears riot armor in combat but just for looks and it doesn’t add to his Toughness. Otherwise, wears an armored suit & tie, or jeans and t shirts.

                              The 7th SET

                              • Chok'lat
                              - Cyberred up Brodkil Tank
                              • Strider
                              - Sea Titan, MARS Scholar
                              • Growler
                              - Best Boy Dogboy Nega-Psychic
                              • Jarvis Ursus
                              - Kittani PA Jock
                              • Jonns Mythe
                              - Quickflex MARS Gunslinger
                              • Rib
                              - Trimadore MARS Vagabond Martial Arts & Technical Specialist
                              • Kriza
                              - What? A Human?! MARS Psi-Druid
                              • Jackal
                              - Oh, whew, another Human...or is it? AI Pilot
                              • Roy
                              - True Atlantian Shifter
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                              Deezy Klatta
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                              Re: Juicer Variants for Savage Rifts

                              Post by Deezy Klatta »

                              Maybe there should be a dragon juicer which is a dragon with a juicer conversion, rather than a human who has a draconic-TW essence juicer conversion.

                              Juiced up dragons! That's what the game was missing!
                              OOC Comments
                              Player Name: Salmon Max
                              Google Handle: samminmax@gmail.com

                              Character Name: [urk=http://savagerifts.com/sr/viewtopic.php ... =167#p1803]Dorothy Zane “DZ” Klatta[/url]
                              Rank:Novice Experience: 10 (7/30/17) Advances Left: 0
                              Race: Human
                              Iconic Framework: Techno-Wizard
                              Attributes: Agility d6, Smarts d10, Spirit d6, Strength d4, Vigor d6
                              Charisma: -1; Pace: 6; Parry: 4; Toughness: 12 (6); PPE: 20
                              Skills:
                              Knowledge: Arcana d10
                              Knowledge: Engineering d10 (+1)
                              Knowledge: Science d6
                              Knowledge: Electronics d10 (+1)
                              Repair d10 (+2 Edge, +4 armor (inc TW bonus))
                              Investigate d6 (+2)
                              Techno-Wizardry d10
                              Fighting
                              Notice
                              Shooting d6 (+3 w/revolver)

                              Hindrances
                              Overconfident (Major): Never give up...NEVER SURRENDER!
                              Greedy (Minor): Building something like this is going to take a load of bread to capitalize...where’m I gonna get the money?!
                              Habit (Minor): Too hyperactive!

                              Edges
                              Edge: Master of Magic (mega-magic ENGAGE)
                              Edge: Extra PPE (+5 PPE)
                              Edge: Mr Fixit (+2 Repair, halve time required on raise)
                              Edge: Investigator (+2 to Investigate, Streetwise, and Notice to sort through evidence)
                              Edge: Improved Recharge (recover 1 PPE/.5 hour)

                              Gizmos (spells):
                              AEGIS (Active ElectroGravitational Interception System)
                              Armor (2PPE, +2 armor/+4 on raise, duration 3 (+1/rnd), touch)
                              Greater Armor (5PPE, +5 MDC armor/+10 on raise, duration 3 (+1/rnd) touch)

                              Omniblaster
                              Bolt (1PPE/2d6 missile (up to 3), 2PPE/3d6 missile, 12/24/48)
                              Onslaught (2PPE/3d6MD missile (up to 4), 4PPE/6d6MD missile, 18/36/72)

                              TIAMAT (Thaumic Imaging And Magical Ambiance Testing)
                              Detect/Conceal Arcana (2PPE, sense supernatural creatures, objects or effects)
                              Exalted Detect/Conceal Arcana (4PPE, gain more info, 2PPE to analyze creature)

                              ROCKET BOOTS (No acronym; just rockets in boots)
                              Flight (3PPE, fly at Pace; 6PPE, 2x Pace, duration 3 (+1/rnd), touch)
                              Swift Flight (8PPE, 4x Pace and -1 to be hit; 10PPE 8x Pace and -2 to be hit, duration 3 (+1/rnd) touch)

                              Gear
                              Triax T-13 Field Mechanic
                              Armor 6, +1 Toughness, Full environment, 18lbs
                              Laser Torch, 3d6MD, RoF 1, AP 3, 4/8/16
                              Extensible Manipulator: Reach 1, Str 1d6, 1d6+1d4 dmg in melee w/laser finger
                              Optical Enhancements; 10x mag, thermal vision, spectrographic scanner, +2 Repair
                              10 mile communication, nightvision, loudspeaker, laser rangefinder


                              TW Revolver
                              2d6+2 dmg, RoF 1, AP 4, 6 shots, 12/24/48
                              +1 Shooting skill (Minor TW Augmentation)
                              2PPE to charge, 2PPE to make Mega-damage


                              TechnoWizard Specialized Toolkit
                              I use it for techno things that also involve wizardry.

                              NG-S2 Survival Pack
                              2 person tent, +20% water supplies
                              Sleeping bag
                              Flashlight w/knife; solar
                              Inertial compass (+2 to Survival to navigate)
                              Short range (5 mile) radio
                              First aid kit (+1 to healing; 3 uses)
                              Hunting/Fishing kit (+1 to Survival to forage)
                              Three ‘saw wires’
                              Fire starter
                              Survival Knife, hatchet, wooden cross
                              4 signal flares
                              Climbing kit w/30 rope
                              Soap and washcloth
                              Canteen
                              2 weeks rations


                              Credits: 2000
                              User avatar
                              Jackal
                              Daniel (Lars)
                              Posts: 439
                              Joined: Sat Jun 18, 2016 7:14 pm

                              Re: Juicer Variants for Savage Rifts

                              Post by Jackal »

                              Deezy Klatta wrote:Maybe there should be a dragon juicer which is a dragon with a juicer conversion, rather than a human who has a draconic-TW essence juicer conversion.

                              Juiced up dragons! That's what the game was missing!


                              The Juicer Dragon (Dragon Variant)
                              Requirements
                              • Dragon
                              • Background Edge
                              • May take anytime.

                              Benefits
                              • Gains Free Human Edge of Choice
                              • Kn: Humanity skill at will using Smarts to activate
                              • Mystic Transformable Juicer harness, adds glam +2 CHA

                              Complications
                              • Take all listed issues on Crazie Degradation table
                              • Enemy (Major) Humans who Suck, the rest are fine. Not as awesome as you. But, you know, okay.


                              --> Hawtness
                              Requirements
                              • Seasoned
                              • The Juicer Dragon

                              Benefits
                              • Premium Human Blood of a Hawt Chick flows in your belly. +2 more CHA
                              Last edited by Jackal on Tue Feb 21, 2017 11:45 am, edited 1 time in total.
                              Character
                              Jackal

                              Notes: Increased Action Upgrade (3) Additional Action (Like Split the Seconds), Quick Edge. Parry 9, 10 or 11. Toughness 24 (12) Often wears riot armor in combat but just for looks and it doesn’t add to his Toughness. Otherwise, wears an armored suit & tie, or jeans and t shirts.

                              The 7th SET

                              • Chok'lat
                              - Cyberred up Brodkil Tank
                              • Strider
                              - Sea Titan, MARS Scholar
                              • Growler
                              - Best Boy Dogboy Nega-Psychic
                              • Jarvis Ursus
                              - Kittani PA Jock
                              • Jonns Mythe
                              - Quickflex MARS Gunslinger
                              • Rib
                              - Trimadore MARS Vagabond Martial Arts & Technical Specialist
                              • Kriza
                              - What? A Human?! MARS Psi-Druid
                              • Jackal
                              - Oh, whew, another Human...or is it? AI Pilot
                              • Roy
                              - True Atlantian Shifter
                              User avatar
                              Markus Berger
                              Posts: 361
                              Joined: Wed Dec 28, 2016 6:50 pm

                              Re: Juicer Variants for Savage Rifts

                              Post by Markus Berger »

                              Another option could be that taking several of those shorten your burn. So you could have a "I am all kinds of Juicer" character but only with 3 or 4 burn before their blaze of glory.

                              Markus "Mark" Berger
                              Veteran M.A.R.S. Cybernetic Techno-Warrior
                              Agility d10, Smarts d8, Spirit d8, Strength d6 (d12+2 w/Armor), Vigor d6
                              Charisma: 0; Pace: 6 (+2 w/Armor); Parry: 5; Toughness: 14 (7); Strain 12/12
                              Notice d8+2 (+2 Sight and Hearing based), Languages (Euro, American, Dragonese/Elven, and more) d12+2, Knowledge (Common) -2, Stealth d8
                              Hindrances (Major) Clueless: -2 to Common Knowledge, (Minor) Quirk: Does not socialize or trust non-humans, Cautious: Never makes rash decisions and likes to plot things out in detail
                              Adventure Deck Cards:
                              Love Interest: Play on a nonplayer character to encourage a romantic interest for your hero. The target helps to the best of her abilities, but may frequently cause trouble as well.
                              Sudden Death: Your hero must do or say something that gives his foes pause. All foes within 12” lose their next action.
                              Parley: All characters cease fighting and listen to the hero speak for at least 30 seconds. Others may only take defensive actions during this time. This has no effect on beasts and other creatures that cannot understand the speaker.
                              Bennies: 2
                              Wounds: 0
                              Armor: Triax T-11 Enhanced: +7 Armor and +2 Toughness, as well as providing Full Environmental Protection
                              User avatar
                              Jackal
                              Daniel (Lars)
                              Posts: 439
                              Joined: Sat Jun 18, 2016 7:14 pm

                              Re: Juicer Variants for Savage Rifts

                              Post by Jackal »

                              Character Sheet --- Example Titan Juicer
                              Tiberius the Titan


                              Rank: Novice
                              Experience: +5
                              Advances Left: 0
                              Race: Human
                              Size: +3

                              Attributes
                              • Agility d8
                              • Smarts d6
                              • Spirit d6
                              • Strength 12 (Load Limit x12, Can carry 1440 lbs without any penalty - by comparison Fell can carry 800 lbs)
                                Titan Juicer STR as Mega Damage: 1d12+4 (That's MD as a punch, check out the damage on the ChainSaw below)
                              • Vigor d10
                              Skills 15 Pts plus 5 towards Fighting or Shooting HJ roll.
                              • Fighting d12
                              • Shooting d10
                              • Stealth d ----- 13 pts left to spend
                              • Notice d
                              • Climbing d
                              • Wilderness Survival d
                              Charisma: 0;
                              Pace: 16
                              Parry: 8
                              Toughness: 11 (Brawny & Size 3) plus Armor
                              • C&S Crusader Heavy Combat Armor +8 A and +2 T
                                Total in Armor = 21 (8) & −2 to be hit by all attacks.
                              Burn: 10 left
                              Burn Die: +10 to Trait Rolls

                              Hindrances
                              • Death Wish (Minor) - The Juicer knows he’s going to die, and he wants to go out magnificently, having done something folks remember and are inspired by.
                              • Overconfident (Major) - Has supreme trust in his abilities.
                              • Vow (Minor) - Help those in need.
                              • Titan Juicer: Stuff Ain't Built for me
                              Edges
                              • Quick - Discard draw of 5 or less for a new & higher card for Initiative.
                              • Fleet Footed - +2 Pace, d10 Running die instead of a d6.
                              • Brawny - Toughness +1; load limit is 8 x Str
                              • Split the Seconds - This Edge grants an extra action/attack to the character each round. No multi-action penalty.
                              • Titan Juicer Variant
                              • Extra Beefy TJ
                              • Giant Killer
                              • Elan
                              Powers & Cybernetics
                              • The Burn - At the start of each session, the player rolls his Burn Die, a d10, and if the roll is equal to or greater than the Juicer’s current Burn he must reduce his Burn by one point or he dies, irrevocably, by the end of the session.
                              • Internal Repair System - As an action, the Juicer can make a natural healing roll at +2 to heal wounds; this costs one charge. The system holds a maximum of three charges and requires eight hours to recover one charge.
                              • Burning Bright - Spending Burn gives the Juicer a d10 Burn Die to add to any Trait or damage roll.
                              • Super Endurance - Juicers begin with +2 Vigor die types, with no Trait maximum. They require only half the normal amount of sleep, and gain +2 on all Fatigue checks.
                              • Super Reflexes - Begins with +2 Agility die types, with no Trait maximum. Adds Uncanny Reflexes, −2 to be hit by all attacks, and Quick Edge.
                              • Super Speed - Double base Pace. Also has Fleet-Footed Edge (Pace of 16”, d10 running).
                              • Super Strength - Begins with +2 Strength die types, with no Trait maximum. They also begin with the Brawny Edge.
                              • Cybernetics - When added cybernetics each point of Strain removes a point of Burn!
                              • Drug Induced Euphoria/Tranquility - Suffers−1 to all Smarts or Smarts-linked skill rolls in non-combat or low stress situations. On the first round of any combat, he doesn’t gain the benefits of Uncanny Reflexes or Quick.
                              TITAN JUICER VARIANT
                              Requirements
                              • Novice
                              • Juicer
                              • Background Edge - GM APPROVAL TO BUILD, Taken During Character Creation
                              • May not already have a Juicer Variant Edge
                              Benefits
                              • Size +2 (Comes with a +2 to toughness)
                              • Punches are considered MD. To calculating damage, STR is treated as two die types higher
                              Complications
                              • Last Call
                              • Stuff aint built for me
                              --> Extra Beefy - Born a Hero Rules, Taken During Character Creation
                              Requirements
                              • Seasoned
                              • Titan Juicer
                              • Brawny Edge
                              • STR minimum of d10
                              Benefits
                              • The Juicer Brawny Edge is altered: Load limit upped to STR x12 instead of 8
                              • +1 size
                              HEROES JOURNEY 5 Rolls

                              [dice]0[/dice] --- Body Armor, Pick Any from PG book

                              [dice]1[/dice] --- Close Combat Weapon, Great ChainSaw Sword
                              GREAT CHAINSAW SWORD
                              • Damage: 1d12+4+2d10
                              • Weight: 22 lbs
                              • Cost: 18,500
                              • Notes: AP 2, Parry −1, 2 hands.
                              [dice]2[/dice] --- Ranged Weapons, NG-E4 Plasma Ejector

                              [dice]3[/dice] --- Training, Pick 1 Combat Edge

                              [dice]4[/dice] --- Training, +5 Points into Fighting & or Shooting

                              Advances

                              Advances List
                              • Initial Advances: (From Hindrances): Split the Seconds, Extra Beefy TJ
                              • Free Edge (Human): Titan Juicer Variant
                              • Juicer: QUICK, FLEET FOOTED, BRAWNY
                              • 1Combat Edge from HJ roll: Elan
                              • Novice 1 Advance: Giant Killer Edge
                              • Novice 2 Advance:
                              • Novice 3 Advance:
                              • Novice 4 Advance:
                              • Seasoned 1 Advance:
                              • Seasoned 2 Advance:
                              • Seasoned 3 Advance:
                              • Seasoned 4 Advance:
                              • Veteran 1 Advance:
                              • Veteran 2 Advance:
                              • Veteran 3 Advance:
                              • Veteran 4 Advance:
                              • Heroic 1 Advance:
                              • Heroic 2 Advance:
                              • Heroic 3 Advance:
                              • Heroic 4 Advance:
                              • Legendary 1 Advance:
                              • Legendary 2 Advance:
                              • Legendary 3 Advance:
                              • Legendary 4 Advance:
                              Last edited by Jackal on Mon Feb 20, 2017 7:49 pm, edited 7 times in total.
                              Character
                              Jackal

                              Notes: Increased Action Upgrade (3) Additional Action (Like Split the Seconds), Quick Edge. Parry 9, 10 or 11. Toughness 24 (12) Often wears riot armor in combat but just for looks and it doesn’t add to his Toughness. Otherwise, wears an armored suit & tie, or jeans and t shirts.

                              The 7th SET

                              • Chok'lat
                              - Cyberred up Brodkil Tank
                              • Strider
                              - Sea Titan, MARS Scholar
                              • Growler
                              - Best Boy Dogboy Nega-Psychic
                              • Jarvis Ursus
                              - Kittani PA Jock
                              • Jonns Mythe
                              - Quickflex MARS Gunslinger
                              • Rib
                              - Trimadore MARS Vagabond Martial Arts & Technical Specialist
                              • Kriza
                              - What? A Human?! MARS Psi-Druid
                              • Jackal
                              - Oh, whew, another Human...or is it? AI Pilot
                              • Roy
                              - True Atlantian Shifter
                              User avatar
                              Sayeen Gabbersleaf
                              Posts: 218
                              Joined: Sat Sep 24, 2016 10:20 pm

                              Re: Juicer Variants for Savage Rifts

                              Post by Sayeen Gabbersleaf »

                              For Phaeton juicer, I would suggest putting one with machine at seasoned, and trademark vehcile at vetran or heroic.
                              Sayeen Gabbersleaf
                              ISP :30/2
                              Active Psionic Powers: None
                                Pace: 7/7; Parry: 8 ,; Toughness: 13/13(6); Notice D8, Stealth D6,
                                Worn Armor:
                                • Cyber Knight medium armor(TW): +6Armor, +1 toughness
                                • Cyber Armor: +2 toughness
                                Weapon in Hand: Psychic Maul: 1d4 +3d10 AP 8
                                Combat Abilities
                                • improved dodge: -2 ranged attack, +2 to evade area affect attacks when appropriate
                                • Cyberkenetic Combat: -2 to hit if attack is purely technology based
                                • Champion: +2 damage & toughness vs supernatural evil
                                • Giant Killer: +1d6 damage vs creatures size 3 and larger
                                OOC Comments
                                Bennies:2 Spent:2
                                -reroll to avoid brain burn
                                -reroll fighting attck vs beasty in power plant
                                +1 for group posting quickly
                                Adventure deck cards: Cutting in Line: 3 initiative cards
                                Accounts: Sayeen (primary), Iron Tick (secondary)
                                User avatar
                                Sayeen Gabbersleaf
                                Posts: 218
                                Joined: Sat Sep 24, 2016 10:20 pm

                                Re: Juicer Variants for Savage Rifts

                                Post by Sayeen Gabbersleaf »

                                Markus Berger wrote:Another option could be that taking several of those shorten your burn. So you could have a "I am all kinds of Juicer" character but only with 3 or 4 burn before their blaze of glory.
                                Not quite cannon but man it makes me smile...

                                All kinds of juicy
                                Requirements
                                Novice
                                Burn of 4 or more
                                1 juicer variant
                                Background edge
                                -benifit
                                Gain as many juicer varient edges as you like, each varient Cosen costs 3 burn.
                                Complication
                                -chose 1 major hindrence off the crazy degredation.
                                Sayeen Gabbersleaf
                                ISP :30/2
                                Active Psionic Powers: None
                                  Pace: 7/7; Parry: 8 ,; Toughness: 13/13(6); Notice D8, Stealth D6,
                                  Worn Armor:
                                  • Cyber Knight medium armor(TW): +6Armor, +1 toughness
                                  • Cyber Armor: +2 toughness
                                  Weapon in Hand: Psychic Maul: 1d4 +3d10 AP 8
                                  Combat Abilities
                                  • improved dodge: -2 ranged attack, +2 to evade area affect attacks when appropriate
                                  • Cyberkenetic Combat: -2 to hit if attack is purely technology based
                                  • Champion: +2 damage & toughness vs supernatural evil
                                  • Giant Killer: +1d6 damage vs creatures size 3 and larger
                                  OOC Comments
                                  Bennies:2 Spent:2
                                  -reroll to avoid brain burn
                                  -reroll fighting attck vs beasty in power plant
                                  +1 for group posting quickly
                                  Adventure deck cards: Cutting in Line: 3 initiative cards
                                  Accounts: Sayeen (primary), Iron Tick (secondary)
                                  User avatar
                                  Jackal
                                  Daniel (Lars)
                                  Posts: 439
                                  Joined: Sat Jun 18, 2016 7:14 pm

                                  Re: Juicer Variants for Savage Rifts

                                  Post by Jackal »

                                  Character Sheet --- Example Dragon Juicer
                                  Drake the Dragon Vampire


                                  Name: Drake
                                  (Feeds on the blood of Dragons like a vampire, bio comp no longer needed, mystically gains same abilities)
                                  Rank: Novice
                                  Experience: +5
                                  Advances Left: 0
                                  Race: Human
                                  Size: -

                                  Power Points (to use Techno Wizard items): 10 & Regen rate is 1 per hour.
                                  Dragon Juicer Power
                                  • EXALTED DARKSIGHT
                                    Power Points: 
at will using Smarts (d6) to activate
                                    Range: self
                                    
Duration: 1 hour (1/hour)
                                    Exalted darksight makes it virtually impossible to impair the target’s vision in any way. Blind does not work on him, nor does any form of obscure or other lighting penalties. He can also see anyone using the invisibility power.
                                  Attributes
                                  • Agility d10
                                  • Smarts d6
                                  • Spirit d6
                                  • Strength d10
                                  • Vigor d10
                                  Skills
                                  • Fighting d12
                                  • Shooting d8
                                  • Stealth d10
                                  • Notice d8+2
                                  • Climbing d12
                                  • Lockpocking d6
                                  Charisma: 0;
                                  Pace: 16
                                  Parry: 8
                                  Toughness: 8 plus Armor
                                  • Dragon Hide Armor +6 A and +2 T
                                    Total in Armor = 16 (6) & −2 to be hit by all attacks. Sword can be used for +4 armor also if activated.
                                  Burn: 10+2 from D-Vamp =12 left
                                  Burn Die: +10 to Trait Rolls

                                  Hindrances
                                  • Death Wish (Minor) - The Juicer knows he’s going to die, and he wants to go out magnificently, having done something folks remember and are inspired by.
                                  • Overconfident (Major) - Has supreme trust in his abilities.
                                  • Vow (Minor) - To Avenge his Father who was slain by the CS.
                                  • Enemy (Major) Dragons - Drake holds them in disdain and they hate him when they learn of his vampire-ism
                                  • DEGRADATION ROLL (DJ IE): [dice]5[/dice] --- MONOLOGUER, when fighting a dragon, drake will ramble on during the combat, on a Club Card for Initiative Drake must make a Smarts Roll at -2, failure means he is too busy rambling on to do combat with said dragon.
                                  • DEGRADATION ROLL (D-Vamp): [dice]6[/dice] --- MAJOR MANIA, lack of empathy toward dragons, leads to a -2 CHA to dragons.
                                  Edges
                                  • Quick - Initiative card of 5 or less is replaced by a higher card
                                  • Fleet Footed - faster
                                  • Brawny - tougher and strong
                                  • Thief - added skill points
                                  • Sweep - sweeping melee weapon hits all who are adjacent to Drake
                                  • Improved Sweep - resolve each hit and damage separately, allows for hitting many in one turn
                                  • Dragon Juicer Variant -
                                  • Dragon Vampire - no harness needed anymore
                                  • Dragon Force - allows PP base pool to use on TW items
                                  • Alertless - adds to notice roll
                                  Weapons - JA-9 Rifle - has but rarely uses, prefers to use Battle Fury Blade

                                  Weapons - Battle Fury Blade (TW) with extra damage and +1 Fighting skill (+2 more if active plus Frenzy & Berserk)
                                  • Damage: Str+2d8 = roll 1d10+2d8+1 AP 4
                                  • Weight: 17 lbs
                                  • Cost: 13 million
                                  • Notes: AP 4, enchanted silver, Mega Damage; 4 Power Points to activate for +2 Fighting, gain Improved Frenzy (allows a extra attack per round) and Berserk (-2 Parry, +2 Fighting, +2 Strength, +2 damage, +2 Toughness) Edges, and +4 Armor for three rounds.
                                  Powers & Cybernetics
                                  • The Burn - At the start of each session, the player rolls his Burn Die, a d10, and if the roll is equal to or greater than the Juicer’s current Burn he must reduce his Burn by one point or he dies, irrevocably, by the end of the session.
                                  • Internal Repair System - As an action, the Juicer can make a natural healing roll at +2 to heal wounds; this costs one charge. The system holds a maximum of three charges and requires eight hours to recover one charge.
                                  • Burning Bright - Spending Burn gives the Juicer a d10 Burn Die to add to any Trait or damage roll.
                                  • Super Endurance - Juicers begin with +2 Vigor die types, with no Trait maximum. They require only half the normal amount of sleep, and gain +2 on all Fatigue checks.
                                  • Super Reflexes - Begins with +2 Agility die types, with no Trait maximum. Adds Uncanny Reflexes, −2 to be hit by all attacks, and Quick Edge.
                                  • Super Speed - Double base Pace. Also has Fleet-Footed Edge (Pace of 16”, d10 running).
                                  • Super Strength - Begins with +2 Strength die types, with no Trait maximum. They also begin with the Brawny Edge.
                                  • Cybernetics - When added cybernetics each point of Strain removes a point of Burn!
                                  • Drug Induced Euphoria/Tranquility - Suffers−1 to all Smarts or Smarts-linked skill rolls in non-combat or low stress situations. On the first round of any combat, he doesn’t gain the benefits of Uncanny Reflexes or Quick.

                                  FREE HUMAN EDGE Dragon Juicer (Juicer Variant)
                                  Requirements
                                  • Novice
                                  • Juicer
                                  • Background Edge
                                  • May not already have a Juicer Variant Edge
                                  Benefits
                                  • Alertness Edge
                                  • Exalted Darksight at will using Smarts to activate
                                  • Body Armor: Dragon Skin (Hide) armor with 6 MDC and +2 toughness, STR minimum d10
                                  Complications
                                  • Roll once on the Crazie Degradation table, with a dragon related Trapping, i.e. Bloodthirsty would only be towards dragon kind
                                  • Enemy (Major) Dragons, Most dragons will want to kill you
                                  HINDRANCE EDGE --> Dragon Force
                                  Requirements
                                  • Seasoned
                                  • Dragon Juicer
                                  Benefits
                                  • Blood of a Mage Dragon, Dragin Juicer is empowered with a pool of 10 PP to use Techno Wizard items, gear and weapons etc. Detect Arcana will detect the dragon juicer.
                                  HINDRANCE EDGE --> Dragon Vampire!
                                  Requirements
                                  • Seasoned
                                  • Dragon Juicer
                                  Benifits
                                  • The character drinks the untreated blood of slain dragons whenever he can. Strangely enough, this keeps him alive and prevents him from having to find an alchemist every six months to get more treated blood-based chemicals. It also adds another 2 Burn to his life. Dragon vampires are usually quite mad (roll once on the Crazie Degradation Table). Each time the Edge is taken it adds 2 Burn but requires another roll on the Degradation table. Can only take this Edge once per Rank. If taken at Character Creation it doesn't count as Season Rank as per Born a Hero Rules
                                  HJ Rolls:
                                  [dice]0[/dice] --- Training: Combat Edge, Sweep

                                  [dice]1[/dice] --- CCW, +1 Damage with BFB

                                  [dice]2[/dice] --- CCW, +1 Fighting with BFB

                                  [dice]3[/dice] --- Thief Edge and +3 pts into Climb or Stealth

                                  [dice]4[/dice] --- CCW, TW Battle Fury Blade (BFB)


                                  Advances

                                  Advances List
                                  • Initial Advances: (From Hindrances): D-FORCE, D-VAMP
                                  • Free Edge (Human): DRAGON JUICER
                                  • DRAGON JUICER - ALERTNESS
                                  • Juicer: QUICK, FLEET FOOTED, BRAWNY
                                  • HJ: THIEF, IMPROVED SWEEP
                                  • Novice 1 Advance: SWEEP
                                  • Novice 2 Advance:
                                  • Novice 3 Advance:
                                  • Novice 4 Advance:
                                  • Seasoned 1 Advance:
                                  • Seasoned 2 Advance:
                                  • Seasoned 3 Advance:
                                  • Seasoned 4 Advance:
                                  • Veteran 1 Advance:
                                  • Veteran 2 Advance:
                                  • Veteran 3 Advance:
                                  • Veteran 4 Advance:
                                  • Heroic 1 Advance:
                                  • Heroic 2 Advance:
                                  • Heroic 3 Advance:
                                  • Heroic 4 Advance:
                                  • Legendary 1 Advance:
                                  • Legendary 2 Advance:
                                  • Legendary 3 Advance:
                                  • Legendary 4 Advance:
                                  Character
                                  Jackal

                                  Notes: Increased Action Upgrade (3) Additional Action (Like Split the Seconds), Quick Edge. Parry 9, 10 or 11. Toughness 24 (12) Often wears riot armor in combat but just for looks and it doesn’t add to his Toughness. Otherwise, wears an armored suit & tie, or jeans and t shirts.

                                  The 7th SET

                                  • Chok'lat
                                  - Cyberred up Brodkil Tank
                                  • Strider
                                  - Sea Titan, MARS Scholar
                                  • Growler
                                  - Best Boy Dogboy Nega-Psychic
                                  • Jarvis Ursus
                                  - Kittani PA Jock
                                  • Jonns Mythe
                                  - Quickflex MARS Gunslinger
                                  • Rib
                                  - Trimadore MARS Vagabond Martial Arts & Technical Specialist
                                  • Kriza
                                  - What? A Human?! MARS Psi-Druid
                                  • Jackal
                                  - Oh, whew, another Human...or is it? AI Pilot
                                  • Roy
                                  - True Atlantian Shifter
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                                  Sayeen Gabbersleaf
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                                  Re: Juicer Variants for Savage Rifts

                                  Post by Sayeen Gabbersleaf »

                                  Definitely would play this guy. Like Fell suggested split the seconds is just too awesome of an edge not to pick up if you have the agility.
                                  I was also thinking it might be good to have a forum section where we can just create characters when we are testing for design purposes similar to the recruitment forum. That way each character gets their own post for review and comments. It is sort of tough to read through the wall of text sometimes.
                                  Sayeen Gabbersleaf
                                  ISP :30/2
                                  Active Psionic Powers: None
                                    Pace: 7/7; Parry: 8 ,; Toughness: 13/13(6); Notice D8, Stealth D6,
                                    Worn Armor:
                                    • Cyber Knight medium armor(TW): +6Armor, +1 toughness
                                    • Cyber Armor: +2 toughness
                                    Weapon in Hand: Psychic Maul: 1d4 +3d10 AP 8
                                    Combat Abilities
                                    • improved dodge: -2 ranged attack, +2 to evade area affect attacks when appropriate
                                    • Cyberkenetic Combat: -2 to hit if attack is purely technology based
                                    • Champion: +2 damage & toughness vs supernatural evil
                                    • Giant Killer: +1d6 damage vs creatures size 3 and larger
                                    OOC Comments
                                    Bennies:2 Spent:2
                                    -reroll to avoid brain burn
                                    -reroll fighting attck vs beasty in power plant
                                    +1 for group posting quickly
                                    Adventure deck cards: Cutting in Line: 3 initiative cards
                                    Accounts: Sayeen (primary), Iron Tick (secondary)
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                                    Venatus Vinco
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                                    Re: Juicer Variants for Savage Rifts

                                    Post by Venatus Vinco »

                                    Sayeen Gabbersleaf wrote:Definitely would play this guy. Like Fell suggested split the seconds is just too awesome of an edge not to pick up if you have the agility.
                                    I was also thinking it might be good to have a forum section where we can just create characters when we are testing for design purposes similar to the recruitment forum. That way each character gets their own post for review and comments. It is sort of tough to read through the wall of text sometimes.
                                    Your wish is my command

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                                    Re: Juicer Variants for Savage Rifts

                                    Post by Sayeen Gabbersleaf »

                                    Posted some thoughts about the psycho-stalker herehttp://savagerifts.com/viewtopic.php?f=41&t=248
                                    Sayeen Gabbersleaf
                                    ISP :30/2
                                    Active Psionic Powers: None
                                      Pace: 7/7; Parry: 8 ,; Toughness: 13/13(6); Notice D8, Stealth D6,
                                      Worn Armor:
                                      • Cyber Knight medium armor(TW): +6Armor, +1 toughness
                                      • Cyber Armor: +2 toughness
                                      Weapon in Hand: Psychic Maul: 1d4 +3d10 AP 8
                                      Combat Abilities
                                      • improved dodge: -2 ranged attack, +2 to evade area affect attacks when appropriate
                                      • Cyberkenetic Combat: -2 to hit if attack is purely technology based
                                      • Champion: +2 damage & toughness vs supernatural evil
                                      • Giant Killer: +1d6 damage vs creatures size 3 and larger
                                      OOC Comments
                                      Bennies:2 Spent:2
                                      -reroll to avoid brain burn
                                      -reroll fighting attck vs beasty in power plant
                                      +1 for group posting quickly
                                      Adventure deck cards: Cutting in Line: 3 initiative cards
                                      Accounts: Sayeen (primary), Iron Tick (secondary)
                                      User avatar
                                      Jackal
                                      Daniel (Lars)
                                      Posts: 439
                                      Joined: Sat Jun 18, 2016 7:14 pm

                                      Re: Juicer Variants for Savage Rifts

                                      Post by Jackal »

                                      Sayeen Gabbersleaf wrote:Posted some thoughts about the psycho-stalker herehttp://savagerifts.com/viewtopic.php?f=41&t=248
                                      Changed. After re-reading it I agree.
                                      Character
                                      Jackal

                                      Notes: Increased Action Upgrade (3) Additional Action (Like Split the Seconds), Quick Edge. Parry 9, 10 or 11. Toughness 24 (12) Often wears riot armor in combat but just for looks and it doesn’t add to his Toughness. Otherwise, wears an armored suit & tie, or jeans and t shirts.

                                      The 7th SET

                                      • Chok'lat
                                      - Cyberred up Brodkil Tank
                                      • Strider
                                      - Sea Titan, MARS Scholar
                                      • Growler
                                      - Best Boy Dogboy Nega-Psychic
                                      • Jarvis Ursus
                                      - Kittani PA Jock
                                      • Jonns Mythe
                                      - Quickflex MARS Gunslinger
                                      • Rib
                                      - Trimadore MARS Vagabond Martial Arts & Technical Specialist
                                      • Kriza
                                      - What? A Human?! MARS Psi-Druid
                                      • Jackal
                                      - Oh, whew, another Human...or is it? AI Pilot
                                      • Roy
                                      - True Atlantian Shifter
                                      User avatar
                                      Sayeen Gabbersleaf
                                      Posts: 218
                                      Joined: Sat Sep 24, 2016 10:20 pm

                                      Re: Juicer Variants for Savage Rifts

                                      Post by Sayeen Gabbersleaf »

                                      Came up with this thought on the psycho-stalker juicer, reposting it in the correct thread. After reading the psych-stalker flavor text in the juicer uprising I got hit with this idea for a retrapping of the crazy loosing it and getting it together.



                                      CS Psycho-Stalker Juicer (Juicer Variant), for Disavowed or escaped change Vow Major to Wanted Major.
                                      Requirements
                                      Novice
                                      Psi-Stalker
                                      Juicer
                                      Background Edge
                                      May not already have a Juicer Variant Edge

                                      Benefits
                                      -Psychic Transformation: The PS Juicer as an action can channel his psi-stalker powers into making himself unbelievably tough and strong ( even more than your regular juicer). However this comes with a price. It is all but impossible to use any psi-stalker senses or other abilities that require concentration including shooting and taunt, but not intimidation.
                                      ---- Berserk Edge, immune to wounds, toughness increase, melee damage increase
                                      ---- Hardy, further shakes cannot equal a wound.

                                      Complication
                                      -The Hunger: You can end your transformation by making a smarts roll -2 (per the berserk edge) then he is mentally hampered by a tremendous need to feed twice as much per the psi-stalker rules. He is so consumed by the need to feed he cannot concentrate, -2 smart rolls until he has fed. Consult the table below to see when fatigue levels start getting applied.
                                      Raise every 24 hours receive a level of fatigue
                                      success 1d6 hours receive a level of fatigue
                                      failure 1d6x10 minutes receive a level of fatigue
                                      Crit-failure 1d6 minutes
                                      Note:this added PPE is in addition to the normal amount he needs.
                                      (( Sort of a reversal of the getting it together table))
                                      -Vow (Major) Serve CS or Wanted ( Major): CS ((players choice depending on campaign))
                                      -1 burn, there is either an active cranial bomb, or it has been deactivated kn: cybernetics -2. Either way it is still there waiting for its own personal blaze of glory. 3d10+4 MD small burst template.
                                      (I thought it would be interesting to leave the bomb in, just that its detonation feature was deactivated, it could give some cool blaze of glory effects where players reactivate it as they go out in an even bigger blaze)

                                      This I like, not a direct conversion but perhaps more a translation.

                                      As for other edges, I would let take some of the crazy IF edges like gun nut for sure, off the handle. Sublime chaos would not really apply.
                                      Something like
                                      Super Psycho
                                      Req:ps juicer, seasoned
                                      -can transform as a free action, and does not suffer the minus 2 to smarts roll while suffering from The Hunger.

                                      Gunt nut I would just give them access to it as well as the crazy as is.

                                      Ok so what do you think about this? Stepping on the crazy a bit?
                                      Sayeen Gabbersleaf
                                      ISP :30/2
                                      Active Psionic Powers: None
                                        Pace: 7/7; Parry: 8 ,; Toughness: 13/13(6); Notice D8, Stealth D6,
                                        Worn Armor:
                                        • Cyber Knight medium armor(TW): +6Armor, +1 toughness
                                        • Cyber Armor: +2 toughness
                                        Weapon in Hand: Psychic Maul: 1d4 +3d10 AP 8
                                        Combat Abilities
                                        • improved dodge: -2 ranged attack, +2 to evade area affect attacks when appropriate
                                        • Cyberkenetic Combat: -2 to hit if attack is purely technology based
                                        • Champion: +2 damage & toughness vs supernatural evil
                                        • Giant Killer: +1d6 damage vs creatures size 3 and larger
                                        OOC Comments
                                        Bennies:2 Spent:2
                                        -reroll to avoid brain burn
                                        -reroll fighting attck vs beasty in power plant
                                        +1 for group posting quickly
                                        Adventure deck cards: Cutting in Line: 3 initiative cards
                                        Accounts: Sayeen (primary), Iron Tick (secondary)
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                                        Heracles
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                                        Re: Juicer Variants for Savage Rifts

                                        Post by Heracles »

                                        Wow! I really want to try one of these out sometime! Great job! =)
                                        Heracles
                                        Character Summary
                                        Dog Boy Crazy

                                        Active effects: Uncanny Reflexes (-2).

                                        Parry: 7 (plus Uncanny Reflexes -2; -2 when Berserk); Toughness: 18(7) [Triax T-11 Enhanced Armor]
                                        Weapon in hand: Chain Long Sword, Vibrosword or Wilk’s 447 Laser Rifle

                                        Edges: Elan, Jack-of-all-Trades, Major Psionic, Off The Handle, Quick, Split the Seconds, Sublime Chaos

                                        Powers: Boost/Lower Trait, Deflection, Healing, Smite
                                        ISP: 15/20

                                        Charisma: -2 (0 with Dog Boys)
                                        Bennies: 2

                                        Adventure Cards:
                                        • Deadly Blow - Play after damage is rolled to double the total of a successful melee attack.
                                        • In the Zone - Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
                                        • Renown - Play after completing a good deed of some import. You gain a permanent +1 Charisma bonus toward those who have heard of you (typically a 50% chance).
                                        Wounds:

                                        Currently playing in: 3rd Set The Losers
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                                        Pender Lumkiss
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                                        Re: Juicer Variants for Savage Rifts

                                        Post by Pender Lumkiss »

                                        Heracles wrote:Wow! I really want to try one of these out sometime! Great job! =)
                                        Thanks man! I think the mega and delphi still need a bit of work... It was a really fun community design session. Out of curiousity anyone in particular speak to you?
                                        Field Team Six Bennies
                                        3/6
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                                        Kidemonas
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                                        Re: Juicer Variants for Savage Rifts

                                        Post by Kidemonas »

                                        A lot of these edges are really powerful. Essentially being built like races, they give the Juicer (an already burly character) even more depth in their specialty.

                                        Essentially not only losing the Juicer limitations (such as no Psionics), but adding several edges on top. By "losing" Aspects of the Juicer the character will not want anyway.
                                        If a player brought these Background Varients to me in a Pen and Paper game I would likely say they cost two edges each, but then allow it.
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                                        Kidemonas
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                                        Re: Juicer Variants for Savage Rifts

                                        Post by Kidemonas »

                                        Kidemónas wrote: If a player brought these Background Varients to me in a Pen and Paper game I would likely say they cost two edges each, but then allow it.
                                        I am going to back up on this statement. Thinking about it more, this is no different than if the player built the template from the ground up. And really it is Savage Worlds, so things Workout in the end. After all you may have a Robot Pilot, Dragon, or a Glitter Boy in the group.
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                                        Pender Lumkiss
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                                        Re: Juicer Variants for Savage Rifts

                                        Post by Pender Lumkiss »

                                        Yeah we definately have,to play test them. Right now I am play testing the titan juicer in black company.
                                        Field Team Six Bennies
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                                        Savant
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                                        Re: Juicer Variants for Savage Rifts

                                        Post by Savant »

                                        So... I think there's an error in the Mega Juicer write-up, unless I'm misreading something:
                                        THE BURN

                                        In a standard campaign, a Standard Juicer’s Burn begins at 8. The Mega Juicer has the same starting Burn however he or she will burn through their Burn faster due to having a lower Burn Die. At the start of each session, the player rolls his Mega Juicer Burn Die, a d8, and if the roll is equal to or greater than the Juicer’s current Burn (Bennies may not be spent on this), he must reduce his Burn by one point or he dies, irrevocably, by the end of the session. If he chooses to spend the Burn, he goes on normally until the next session, repeating the process each time. If he chooses not to spend the Burn to keep on living, he’ll probably want to go out in a Blaze of Glory (see Setting Rules), Juicers have the ability to declare Blaze of Glory at any time, regardless of whether they’ve taken any damage or not. NOTE: Mega Juicer can NOT start the game with a Burn higher than 8. The Freshly Juiced Edge is not available.
                                        Having a lower Burn Die will make the Mega Juicer burn out slower, not faster, than the Standard Juicer.

                                        A standard Juicer on his first mission would need to roll a d10, and must spend a Burn on a 8, 9, or 10. (30% chance)
                                        A mega-Juicer, as written, would need to roll a d8, and must spend a burn on an 8. (12.5% chance)

                                        It's even worse at Burn 2. The Standard Juicer has a 90% chance of having to spend Burn; the Mega-Juicer has 75% chance.

                                        I think you meant for the Mega-Juicer to burn out faster, so his Mega-Juicer Burn Die should either be a d12, or, perhaps more fittingly, a d10+1. (The second option means that the Mega-Juicer is unable to 'hold on' once he gets into Burn 2 territory--he's heating up, and the chain reaction WILL kill him in short order.)
                                        Savant
                                        Stat Block
                                        Altara Warrior Woman Crazy (Visibly Altaran)
                                        Agility d12+4, Smarts d8, Spirit d8, Strength d12, Vigor d12
                                        Pace: 12/d6; Parry: 10 (Uncanny Reflexes -2); Toughness: 16(6)
                                        Charisma: +2 Attractive/-4 if anti-Altaran/-2 if Bloodthirsty known
                                        Skills: Psionics d12; Shooting d10; Fighting d12; Notice d4+4; Tracking d4+2; Survival d4+2; Streetwise d4+2; Climbing d4; Common Knowledge d6; Agility Tricks d12+8
                                        Edges: Quick, Alertness, Brawler/Martial Artist, Dirty/Tricky Fighter, Mighty Blow, Split the Seconds, Off the Handle, Acrobat, Major Psionic, Gun Nut, Quick Draw, Imp. Counterattack
                                        Additional Edges: Gymnastic Mastery
                                        Hindrances: Curious, Poverty, Stubborn, Major Phobia: Birds, Bloodthirsty, Blind-ish, Quirk
                                        Bennies: 3/3
                                        ISP: 18/20

                                        Powers: Clairvoyance, Divination, Mind-Reading
                                        • Q2/19 Adventure Cards:
                                          Rabbit Out of My Hat - Play this card to gain +2 on any Trick test until the end of the scene.
                                          Mechanical Malfunction - A device malfunctions in some way: guns jam, bow strings break, etc. The device can be fixed by a Repair roll at -4 and 10 minutes work.
                                          Dressed to Kill - Your hero dresses up, is “on” for the night, or otherwise far more attractive or charismatic than usual. Add +4 to your Charisma for the duration of the current “scene.”
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                                        Heracles
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                                        Re: Juicer Variants for Savage Rifts

                                        Post by Heracles »

                                        The Delphi, Dragon and Mega variants (well and the CS pair just because they were CS where originally that sort of augmentation wasn't touched with a ten-foot pole) have always been interesting to me. I mean, I like Juicers in general. Heracles is my first time playing a Crazy actually. In my tabletop group I am the only character who doesn't have any powers (playing a Headhunter). =)
                                        Heracles
                                        Character Summary
                                        Dog Boy Crazy

                                        Active effects: Uncanny Reflexes (-2).

                                        Parry: 7 (plus Uncanny Reflexes -2; -2 when Berserk); Toughness: 18(7) [Triax T-11 Enhanced Armor]
                                        Weapon in hand: Chain Long Sword, Vibrosword or Wilk’s 447 Laser Rifle

                                        Edges: Elan, Jack-of-all-Trades, Major Psionic, Off The Handle, Quick, Split the Seconds, Sublime Chaos

                                        Powers: Boost/Lower Trait, Deflection, Healing, Smite
                                        ISP: 15/20

                                        Charisma: -2 (0 with Dog Boys)
                                        Bennies: 2

                                        Adventure Cards:
                                        • Deadly Blow - Play after damage is rolled to double the total of a successful melee attack.
                                        • In the Zone - Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
                                        • Renown - Play after completing a good deed of some import. You gain a permanent +1 Charisma bonus toward those who have heard of you (typically a 50% chance).
                                        Wounds:

                                        Currently playing in: 3rd Set The Losers
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                                        Jackal
                                        Daniel (Lars)
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                                        Re: Juicer Variants for Savage Rifts

                                        Post by Jackal »

                                        As time burns away Fell I feel the need for a Dragon Juicer !!

                                        ;)
                                        Character
                                        Jackal

                                        Notes: Increased Action Upgrade (3) Additional Action (Like Split the Seconds), Quick Edge. Parry 9, 10 or 11. Toughness 24 (12) Often wears riot armor in combat but just for looks and it doesn’t add to his Toughness. Otherwise, wears an armored suit & tie, or jeans and t shirts.

                                        The 7th SET

                                        • Chok'lat
                                        - Cyberred up Brodkil Tank
                                        • Strider
                                        - Sea Titan, MARS Scholar
                                        • Growler
                                        - Best Boy Dogboy Nega-Psychic
                                        • Jarvis Ursus
                                        - Kittani PA Jock
                                        • Jonns Mythe
                                        - Quickflex MARS Gunslinger
                                        • Rib
                                        - Trimadore MARS Vagabond Martial Arts & Technical Specialist
                                        • Kriza
                                        - What? A Human?! MARS Psi-Druid
                                        • Jackal
                                        - Oh, whew, another Human...or is it? AI Pilot
                                        • Roy
                                        - True Atlantian Shifter
                                        User avatar
                                        Heracles
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                                        Re: Juicer Variants for Savage Rifts

                                        Post by Heracles »

                                        Shouldn't we get these put in to the House Rules Proposals area at least?
                                        Heracles
                                        Character Summary
                                        Dog Boy Crazy

                                        Active effects: Uncanny Reflexes (-2).

                                        Parry: 7 (plus Uncanny Reflexes -2; -2 when Berserk); Toughness: 18(7) [Triax T-11 Enhanced Armor]
                                        Weapon in hand: Chain Long Sword, Vibrosword or Wilk’s 447 Laser Rifle

                                        Edges: Elan, Jack-of-all-Trades, Major Psionic, Off The Handle, Quick, Split the Seconds, Sublime Chaos

                                        Powers: Boost/Lower Trait, Deflection, Healing, Smite
                                        ISP: 15/20

                                        Charisma: -2 (0 with Dog Boys)
                                        Bennies: 2

                                        Adventure Cards:
                                        • Deadly Blow - Play after damage is rolled to double the total of a successful melee attack.
                                        • In the Zone - Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
                                        • Renown - Play after completing a good deed of some import. You gain a permanent +1 Charisma bonus toward those who have heard of you (typically a 50% chance).
                                        Wounds:

                                        Currently playing in: 3rd Set The Losers
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                                        High Command
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                                        Re: Juicer Variants for Savage Rifts

                                        Post by High Command »

                                        This is more of a community project. I wouldn't mind seeing a fully fleshed out proposal if Lars feels up to it, but it'd need to mirror the book a bit more than what I've seen already.
                                        Tales of the 17th SOG
                                        "In so far as you are concerned, I am the right arm of High Command itself. You are my Fist, be ready to strike at any moment." Major Killian Gregor, 3rd SOG Battalion, CSSD, Chi-Town.
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